Wonders / Projects

westamastaflash

Lord Commander
Joined
Nov 1, 2007
Messages
933
I was thinking that perhaps there should be a few more wonders aside from KVOB that are either available with a ruins exploration, or can be built. Here are some ideas.

Geothermal Cavern Complex 600 :hammers:
World Wonder
Requires Construction Yard
Citizens tunnel great swathes of earth out from a large natural cavern, and find a way to harness Geothermal energy for a lit and clean Underground City.

+2 :health:, +25% :hammers:, +25% :gold: +2 :gp: (Great Engineer)

Bust a Deal, Face the Wheel 450 :hammers:
World Wonder
Requires Market
In a world such as ours, one's word must be kept to the letter, lest anarchy and lawlessness destroy what we have left...

The Wheel of Fortune Tarot might work as art for this...


-50% Maintenance, +25% :commerce:, 2 Free Merchants, +1 :mad:

Micro-Nuclear Reactor
Discovered in Coastal City Ruins
In a bombed-out drydocked aircraft carrier, your scavengers discover a fully functional micro-nuclear reactor, along with enough fuel to last centuries.

Unit builds a Nuclear Facility in the city of the player's choice.
1 Free Engineer, +25% :hammers:, +25% :commerce:

Advanced Hydroponic Equipment
Discovered in a plot with a junkyard
In the wreckage of a large farming complex, your scavengers come across plans and materials for a large self-sustaining solar hydroponic greenhouse.

Unit builds a Hydroponic Farm in the city
+4 :food:, +2 :health:, +2 :gp: (Great Merchant)

Reconnaissance Drones
Discovered in City Ruins
A undisturbed cache of unmanned aerial vehicles has been found by your scavengers. These should be able to help protect your settlements from the badlands.

Unit builds a UAV Base in the city
+4 , +2 :gp: (Great Protector), Can turn 1 citizen into a Sheriff

University Library
Discovered in City Ruins
Your scavengers come upon a wondrous treasure trove - an ancient University library with a vast store of both digital and paper books and journals.

Unit builds a University Library in the city
1 free scientist, +50% :science: in this city, +2 :gp: (Great Scientist)
 
I will definitely add the wheel of justice, or whatever it was called from thunderdome. I like the additional ruins finds. Right now I am a little stuck on implementing large numbers of ruins finds because I don't have a good cargo truck unit. Maybe the implementation I chose is not the right one. Today each find needs its own copy of the truck unit, so it remembers what to deliver when it gets to the city. I could make that more efficient by using a scriptdata in python instead; but still the player needs to know what is on board. My thought was to have different unit art for each one.

Even though I have now mastered unit art switching in python, it still requires all the unit art. I'll keep the idea on the list.
 
The truck is on the list, so this shouldnt be a terminal problem.

There is a side issue there however - in the two games i played, i had 2 and 3 Hospital trucks - those are quite powerfull and while the Hospital is declared National Wonder i was able to build multiple of them.
 
There is a side issue there however - in the two games i played, i had 2 and 3 Hospital trucks - those are quite powerfull and while the Hospital is declared National Wonder i was able to build multiple of them.

I need to make the ruins find logic a little more complex. Right now it just randomly picks one, even if you have the related national wonder already, and there is nothing preventing you from unloading a truck into a city which already has two different national wonders. I'd like to make sure the unique leader units like The Tankbuster only show up once or once per player. And the AI doesn't pick a city intelligently, if it gets one it just runs the truck to the nearest city.

One more idea may require a completely different mechanic: you can gift the truck to another player, which is "nice". But, it should give you a huge diplo bonus; that's a Wonder you're gifting. I don't think the AI takes that into account at all.
 
Lol. Or Westworld Amusement Park - +2 happy. Has a chance of "Robot Revolt" each turn in the city...
 
Maybe making "Special people" like what is planned in Civ4 Colonization, would be an interesting type of wonder. These "people" would give special benefits to cities that make them first and would require an appropriate tech to enable their production.
 
Couldn't you use promotions to determine what the truck's cargo is? Basically have 'unload x' be a spell granted by the promotion 'cargo x'. Not sure how difficult this is to code, but it's definitely possible and could probably be borrowed from FfH. Oh and you could make the cargo promotions change the appearance if you want.
 
It may be easier to use promotions to track this. But, as far as unit art is concerned, the problem is *getting* the unit art. There are several methods to use, such as promotions, or just having separate units. One problem is that I don't have good concepts for what the different art should be. So far I have a museum, shrine, and hospital, as well as a food truck. Any suggestions on what the units carrying these should look like?
 
I'm back on these forums after a long time and I haven't played this mod yet but I like the idea/theme very much.

I will download it tomorrow and post my feedback.

My current ideas on world wonders (sorry if I duplicate something).

Vault.
+2 :health:; +25% :science:
+25% defence in this city
Barbarians cannot capture (but still can attack) the city.

Lost Totem shrine
Discovered in City Ruins
Unique.
Unit builds a "Lost totem shrine" in a city.
+1 :); +15% :hammers:; +15% :commerce:
Prevents barbarians (not animals) from attacking a city with the shrine.

Mutant laboratory
World wonder
+25% :science:; +2 :yuck:; +1 :mad: +1 :gp: (Great Scientist)
Allows a training of mutant animal species.

Grand vehicle graveyard
National wonder.
Can construct two types of buildings in a city:
- Vehicle parts merchant
- Junk town wall

Vehicle parts merchant
National wonder.
+15% production speed of vehicles.
+25% repair speed for vehicles stationed inside the city.
1 Free promotion for vehicles built in the city with this wonder.

Junk Town Wall
National wonder.
+3 protection +1 :gp: (Great protector)
+25% Defence bonus to units stationed within the city.
Stacks with the wall bonus.
If the city is razed the terrain feature "junk town wall" is left and will appear as wonder if the city is constructed on this plot again.

Trappertown
World wonder
+2 :food: +2 protection
+3 "Trappers" resource. Resource grants 1 :health: and takes -1 :yuck: provided by Rodents resource (if you take it in).
As you see, you can sell this resource to allies, it represents a granting of trappers' services.

Global chem control
World project
+1 :health: +10% :hammers: +1 :mad: in each city. +2 :gp: (Great scientist)
+1 additional :) per drug resource.
+20% production in each city with the Amphetamine resource.

Deep water prospecting
World project
+1 :health: in each city. +2 :gp: (Great engineer)
Grants 3 Spring water resources.

Deep thought computer
+5 :science:; +100% :science: in this city; +2 :gp: (Great scientist)
Gives the answer to the ultimate question.

Underworld.
World wonder.
+1 :yuck: +25% :hammers:
Produces Methane resource (fuel/energy).
An underground pig sty and energy plant, wallowing in the pig manure that is used to produce the methane gas.

The Church of the Apocalypse
World wonder
Requires some religion technology
Requires a library building present (or the like)
+25% :science: in this city; +1 :) +1 :health: in each city. +1 :gp: (Great Prophet)
Spawns 3 "Follower of the Apocalypse" non-combat units ("Medic II" promotion; National unit (3/3)).
The Church of the Apocalypse is a post-apocalyptic organisation of monks and scholars which inhabits an old library and it's main goal is to help to rebuild the new world and to avoid the mistakes which led the humanity to the current state.

I will post more ideas after I try your awesome mod.
 
More ideas.
I still eager to try your mod. When I'll go back home from work...

The city of lights.
World wonder
-20% War Weariness in this city
+25% :commerce: in this city
+2 :) in this city
+2 :gp: (Great merchant)
Requires 3 Casino buildings to be built
1 Free Artist in this city.
+2 :gold: for each casino on this continent.*

*For every nation. You know, a mafia is much less dependent on boundaries/nationality than a government.
P.S. Err. You will need some gambling tech (from the economy branch) for it.
 
Let me suggest a national wonder that can be built. Maybe a Hydro-dam for a single city that gives it power and :hammers:
can only be built if you have access to ruins in the city square and only on a river bordering city.
 
I'm back on these forums after a long time and I haven't played this mod yet but I like the idea/theme very much.

Some great ideas here!

Regarding defense against barbarians, the Fury Road barbs represent anarchistic biker gangs, so it's hard to come up with any object which would give a global defense against them.

I like the idea of a vehicle parts merchant. There is a "garage" building in the game which isn't useful for too much; it would be an advancement of that.

Junktown wall is pretty similar to barricade and/or watchtower.

Underworld is pretty similar to the biofuel idea I haven't added yet, see around this post for details.

Church of the Apocalypse is a great idea, but I have to think out how to fit it into the techtree. I have stayed away from religion, as religion, so far. Although I do have one civ name which sort of implies a cult, "Children of the Fire", I haven't done much with the theme yet.

I have been meaning to add casinos and other post-apo theme buildings such as black market, but I haven't found a unique role for them yet. This is a good "collection center" idea.

I will post more ideas after I try your awesome mod.

I am still catching up on the posts since Thursday, looking forward to your feedback!
 
I am still catching up on the posts since Thursday, looking forward to your feedback!
I actually removed/changed my original ideas after the 1st game (culture->protection etc.) but I was calm here because I was addicted to the game's atmosphere and tried different starts/paths. You mod has that and the only atmosphere that I wanted so much. It even made me to install and try my old good Fallout 2 again.

Church of the Apocalypse is a great idea, but I have to think out how to fit it into the techtree. I have stayed away from religion, as religion, so far.
If you recall the Children of the Apocalypse from the Fallout 1, they were more althruistic scientists than real "priests" and their main goal was not to praise a "god" but to save humanity from themselves.
Also all the main religions from Fallout 1 and 2 were mostly totally atheistic, they were absolutely anthropocentric; it would be more accurate to call them "organizations" than "religions" theology-wise but they were religions by their structure (holy objects, ierarchy etc.).
If I am right there's just 1 religion with-a-god, a christianity, and there's just 1 priest in the whole game (Fallout 2).
So you can ties this wonder to some socially oriented technology. I think that the medicine shouldn't be at the start of the tech tree (and if you accept the Era's idea I suggested it would be easier; there should be some early healing tech (like "Therapy" which gives early healing buildings - "Compassion houses" and medic 1 promo; and later it becomes medicine and field medicine (for more :health: bonuses and medical promotions); you can tie this wonder here).

I have been meaning to add casinos and other post-apo theme buildings such as black market, but I haven't found a unique role for them yet
I think that in the post-apocalyptic world there should be huge corruption problems with a slight increasing in a distance from the capital, so the economy-wielding buildings like casinos, brothels, public baths (which could be brothels if you recall Fallout 2 :)) and other "leisure" places should be MUST HAVE to allow you to maintance a decent amout of cities and combatants under your rule.
For now I do not feel like I'm economically oppressed but I think I should be :).

Junktown wall is pretty similar to barricade and/or watchtower
I didn't find a special use for it yet, I just like the idea of a big wall constructed from cars/garbage around a city. Maybe I'll have some nice idea later.

Regarding defense against barbarians
Usually the more primitive is society, the more prejudices it has. And usually they come from the things the people can't understand and are feared by them.
So there should definitely be something in the wasteland that even rude barbarians treat as "devil" and are very afraid of it. Let's say, a huge holographical projector. They think that it's an evil spirit and won't attack a city which has it in (found in some ruins) because they think that it will "take their strength/souls/...".
So

Huge hologram projector
Recovered in ruins.
+2 :) +4 protection +1 :gp: (great protector)
Prevents the barbarians from attacking this city
 
Crimson caravan
World wonder.
Requires 3 Trading company buildings to be built.
+2 protection
+1 trade route in this city.
+1 trade route in each city.
+1 free specialist (great merchant)
+2 :gp: (Great Merchant)
Builds +50% Faster with Gold

Slavers' Guild
National Wonder
Requires Caravans and Slavery
Requires 3 Slave Pen to be built
+1 :mad: +25% :commerce: +1 :gp: (Great Merchant)
+30% faster production of the Slaver caravan.
(Slaver Caravans are described in this thread).

C.A.C.L.C.
World Wonder
(The Chief Administration of Corrective Labor Camps)
Requires 3 C.L.C. to be built
-1 :mad: +2 protection
-1 :mad: +1 :health: +20% :hammers: for each C.L.C.
(Corrective Labor Camps are described in this thread).
(Inspired by the USSR GULAG. It was a pain of our nation).
 
I will definitely add the wheel of justice, or whatever it was called from thunderdome. I like the additional ruins finds. Right now I am a little stuck on implementing large numbers of ruins finds because I don't have a good cargo truck unit. Maybe the implementation I chose is not the right one. Today each find needs its own copy of the truck unit, so it remembers what to deliver when it gets to the city. I could make that more efficient by using a scriptdata in python instead; but still the player needs to know what is on board. My thought was to have different unit art for each one.

Even though I have now mastered unit art switching in python, it still requires all the unit art. I'll keep the idea on the list.

Hey I have just started looking at this mod but not tried it out yet. If someone searches a ruin, will it produce a cargo truck that has the good stuff in it? Just asking cos there was a similar concept in Alpha Centauri when you discovered Tech items in the pods, you had to make sure the Data truck made it back safely to a settlement to get the tech.
 
Yes, that is correct. I haven't played SMAC, it looks like I independently came up with the same concept.

Hey hey, I wasn't implying anything I just took a concept I thought may be similar and asked how it would fit in. I really like the idea of this MOD, after all this setting is the logical conclusion of Future War anyhow!!!
 
As talking SMAC - another idea from there might be useably - namely "natural" wonders. Similar ideas came up already for fury road.

Basicly on the AC map there were a few areas - predefined, but placed at random location on each new map - which had something "special" about them. The bonus was noticeable but not game breaking - The Manifold Nexus (the best of them imho) was allways "Nice to have" and even "Worth Going to war over" but you could allways live without, if you did not get it.

Possible ideas for such features on the Fury Road map would be:

The Glow (from Fallout) - a place where a important military installation or a big city once was. So many bombs went down there, that even years after the war, the huge crater will cause deadly radiation poisoning to everyone who comes close enought - This might be a "Flavour only" thing - just a big (maybe 3x3) haevily radiated area. But could also have a "secret lab" in it, where you can get something nice from, once you can go there (so it was in Fallot2).

The "Oasis" - the opposite - a large (like 3x3) area - perhaps shielded from the rest of the world by a chain of mountains - with low radiation, fertile land and green grass.

A Wrecked Carrier - a stranded pre war warship, with its nuclear reactor still running/useable. This one might give a bonus in productivity to a city founded on or adjacent to it (Actually i think "on" might be really cool - with the carrier translating into a building in the city)

Borehole Cluster (from SMAC) - 3 very deep termal boreholes (could be a special type of terrain improvement, more efficient than normal mines), the most advanced mines from pre war era where still some valuable ressources can be extracted from. Obviously a city founded near would become a production powerhouse.
 
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