Wonder Ideas for C2C

BTW is there any way to specify that a wonder gives -x crime on all <religion> temples, monasteries and cathedrals? I a thinking of a tech Scriptures set of wonders.
One way would be to have the source on the temples, monasteries and cathedrals but only active if the owner has the wonder.
 
One way would be to have the source on the temples, monasteries and cathedrals but only active if the owner has the wonder.

That would definitely require some AI smarts, because dynamically calculated enablers are invisible to it, so I would think all temples, monasteries, etc. had crime modifiers on them, and that would probably significantly skew its desire to build them inappropriately.

In general, now that there is much more talk about using the dynamically calculated enablers more, the AI needs to become aware of them...
 
That would definitely require some AI smarts, because dynamically calculated enablers are invisible to it, so I would think all temples, monasteries, etc. had crime modifiers on them, and that would probably significantly skew its desire to build them inappropriately.
You are right, it is probably easier on the AI if the source is on the wonder but applies to all cities that have the religious buildings with a strength that scales with the number of buildings. At least the AI will directly associate it with the wonder then and can evaluate the effect it currently would have (the code will still need to be changed as currently I think the AI does not consider effects on other cities).

In general, now that there is much more talk about using the dynamically calculated enablers more, the AI needs to become aware of them...
I agree. Any suggestions?
The main thing I want to add to the expressions is the possibility to pass an override to the evaluate method. The override would consist of a mapping from game object pointer to a list of GOM, attribute or property state. The evaluation would then consider the override instead of the actual game object state.
This could for instance be used to check how an expression would evaluate if you have certain techs or if you have another building.
 
I was thinking some more about the Ishtar Gate, and I think modifying the Python routine so it gives you a one-time gold bonus per civilization on your continent is a good and easy-to-implement idea. The trick will be to balance the gold granted by the bonus. It needs to be high enough to be significant, but not so high that it's completely overwhelming.

I loaded up the save game that I used for testing my changes to the Ishtar Gate and found I had 97000 gold saved. That means, as a rough approximation, I should set the gold bonus at about 1000 gold/civ sharing your continent (I had 8 civs on the continent -- GEM map in the Americas). I'm really afraid that that's way too high a bonus. So, the question I have is: how much gold do you usually have in your treasury around the discovery of Aesthetics?
 
The Berlin Wall is a Wonder that I have wanted to add for a while. I have the requirements down:
  • Automatic Weapons, Civil Engineering, and Fascism technologies
  • Cement and Steel materials
  • Closed Borders civic

but I'm not completely sure of the effects yet. I have a small subsidiary suite:
  • +25 espionage points
  • +4 culture
  • +2 GPP (Great Spy)
  • Free Cement Barrier in all cities
  • Revolutions only: +20 national instability per turn

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What I'm leaning towards is:
  • Reduces chance of revolt and revolution by 50% in all cities (or more)

This effect would be similar to the Loyalty promotion on units. The Loyalty promotion doesn't seem to stop revolutions, though. I have had cities revolt despite the presence of a Praetorian with Loyalty in that city. Can anyone explain how the Loyalty promotion interacts with Revolutions? I suspect Loyalty only stops the regular BTS revolts from cultural pressure, and I don't think those EVER occur any more with Revolutions on.

The concept that I have is that the Berlin Wall is a short-term solution that may make things worse in the long run. The other option I was thinking is:
  • Increased National Stability
  • Decreased Local Stability in the building city
so the city becomes a trouble hotspot.

Does anyone have any other ideas? I'd also like to figure out a secondary drawback mechanic for people who play with Revolutions off. Relative to other Industrial Wonders, Berlin Wall should be cheap. Instead of paying for it in hammers, you pay for it in other ways unless you solve your underlying problems.
 
What'd be nice is if it could be a negative wonder for the most part that inhibits the ability of the nation to build for war and can only be built upon a trade demand for the price of peace.
 
The Berlin Wall is a Wonder that I have wanted to add for a while. I have the requirements down:
  • Automatic Weapons, Civil Engineering, and Fascism technologies
  • Cement and Steel materials
  • Closed Borders civic
.........
The Berlin Wall was implemented in 1961 by the German Democratic Republic, more or less a vassal to the Soviet-Union.

Fascism was officially over in 1945, at least in Europe, so communism would be a better fit as prereq than fascism.

The Wall was build to prevent the mass escape of citizens of the GDR to the FRG.

In my opinion Berlin Wall (and it's enhancement, the Iron Curtain) stands for the fact that the form of communism propagated by the Soviet-Union could not compete with the western system of free market / enterprise.
 
Can we add option that
world wonders will be destroyed after their required civic change.
In reality that really happened.
 
I like that idea or at least they turn into a destroyed wonder which gives them a lot of culture but not much else
 
Can we add option that
world wonders will be destroyed after their required civic change.
In reality that really happened.

If you switch civics after you build any of the civic buildings, all the effects disappear. The Wonder still counts towards the city's limit, but it disappears from the lists. So if you switch off of Closed Borders, all the Berlin Wall effects would completely end.
 
What'd be nice is if it could be a negative wonder for the most part that inhibits the ability of the nation to build for war and can only be built upon a trade demand for the price of peace.

I would rather it have be a mostly-beneficial Wonder. You should want to build it, and the penalties are a trade-off for more beneficial abilities and/or reduced price. If you are careful, then you won't have any drawbacks.
 
The Berlin Wall was implemented in 1961 by the German Democratic Republic, more or less a vassal to the Soviet-Union.

Fascism was officially over in 1945, at least in Europe, so communism would be a better fit as prereq than fascism.

The Wall was build to prevent the mass escape of citizens of the GDR to the FRG.

In my opinion Berlin Wall (and it's enhancement, the Iron Curtain) stands for the fact that the form of communism propagated by the Soviet-Union could not compete with the western system of free market / enterprise.

I'm using the Fascism technology to represent a level of skill with totalitarian techniques, even if the civilization isn't going all the way (which would be the Totalitarian government civic). Communism doesn't fit with what I am trying to do here.

I proposed the Berlin Wall a few months ago, and I originally had it linked to the Fascist (now Totalitarian) government civic, but consensus was to link it to the Closed Borders civic instead. So the Wall can go up under just about any civic combination as long as the civilization is committed to its borders.
 
I'm using the Fascism technology to represent a level of skill with totalitarian techniques, even if the civilization isn't going all the way (which would be the Totalitarian government civic). Communism doesn't fit with what I am trying to do here.

I proposed the Berlin Wall a few months ago, and I originally had it linked to the Fascist (now Totalitarian) government civic, but consensus was to link it to the Closed Borders civic instead. So the Wall can go up under just about any civic combination as long as the civilization is committed to its borders.

Iirc communism comes pretty short after fascism so there's no need to rush the wall.;)
With Stalin's version of communism you have all access to totalitarian techniques. :D

Of course, game wise there's no difference but if you can keep the historic context within the game i'd suggest to go the historic line. :)
 
Iirc communism comes pretty short after fascism so there's no need to rush the wall.;)
With Stalin's version of communism you have all access to totalitarian techniques. :D

Of course, game wise there's no difference but if you can keep the historic context within the game i'd suggest to go the historic line. :)

What it comes down to for me is that, in the "what-might-have-been" of Civilization, I can see the Berlin Wall going up without Communism, but I can't see it going up without Fascism. I don't want to lock communism and totalitarianism together if I can help it.

Also, I was remembering that AND used to have a Communist government, but Afforess commented something along the lines of "but they were all Fascist governments by another name" so the Communist government was dropped.
 
Here is another Wonder that I have wanted to do for a while: Burning Man.

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What's missing:

  • +2 :) from all Culture (X) Wonders

The idea here is that Burning Man is a celebration of diversity, so it gives you a happiness bonus from all your Cultures. This would need two things to implement:
  • Using the <SpecialBuildingType> tag to define all of the Embassy buildings as SPECIALBUILDING_EMBASSY
  • Implementing a <SpecialBuildingHappinessChanges> tag that would work like the current <BuildingHappinessChanges> tag

SpecialBuildingType is something that I think we are really underusing at the moment, and it's something that I would like to be able to use since (in theory) it should allow for some large, sweeping effects without having to call out each building by name.

Also, in case you're wondering, the building model is a Pyre Zombie from Fall from Heaven 2. I liked the effect so much that I wanted to use it for a building model. I just had to take the club away.
 
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