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  • Civ 4 add-on buildings

    While I fully understand that members are becoming extremely excited about their ability to mod existing features within Civ 4, I was wondering whether people who are graphics experts might actively consider the possibility of adding new buildings to those already included in Civ 4.

    For instance, the DYP (Double Your Pleasure) mod for Civ 3 (in particular) as well as the AoM (Ages of Man) mod for CTP2 have both successfully added a vast amount of new material to these games.

    As I am not entirely sure of all the structures appearing in Civ 4, I have taken the liberty of compiling a list of structures that are additional to those included in Civ 3. Maybe this list (most of whom are derived from the excellent DYP mod) might serve as inspiration to those members who would like to augment Civ 4.

    ADDITIONAL BUILDINGS:

    Administration:

    · City clock (increase production)
    · Customs House
    · Labour union

    Agricultural Buildings:

    · Fisheries
    · Windmills
    · Kelp Farms

    Economic Buildings:

    · Departmental Store

    Health and Sanitation:

    · Well (required for increase in city size)
    · Sewers (required for a further increase in city size)
    · Water treatment plant (?)
    · Hydrogen production (decreases pollution)

    Military structures:

    · Air Force Base
    · Ballista Towers (upgrade to anti-aircraft units in the modern era)
    · Fortifications
    · Military Academy
    · Radar Towers
    · Upgradeable walls (upgrade to minefield in the modern era)

    Entertainment Buildings:

    · Amusement Park
    · Casino
    · Fairground (increases Happiness)
    · Newspaper (reduces corruption and war weariness)
    · Opera House
    · Theatre (increases Happiness and Culture)
    · Television station (increases happiness and culture)

    Industrial Buildings:

    · Forge (requires Iron)
    · Steel Mill (requires Iron and Coal)
    · Shipyard (requires Timber)
    · Energy Grid (requires Copper)
    · Tidal Harness

    Other:

    · Obelisk
    · Bridges
    · Canals
    · Park

  • #2
    Re: Civ 4 add-on buildings

    Originally posted by Son of moose
    I was wondering whether people who are graphics experts might actively consider the possibility of adding new buildings to those already included in Civ 4.
    (SNIP)
    AFAIK some are already in the game as terrain enhancements (windmill, radar tower), and some seems a little too much Sim City, to me.
    I humbly suggest to wait for real game, and see how these added buildings can add deepness to the game (considering new maintenance costs, cultural/religius effects, the added point to a Great People appearance, etc.).

    That said, good list
    "We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing."
    - Admiral Naismith

    Comment


    • #3
      Adm. Naismith

      Many thanks for your reply and the complement.

      Yes .... I can certainly see how this list could be viewed as being somewhat premature in nature. However, (with all due respect), this particular topic is possibly no more premature than the other threads already appearing in the forum related to a wide variety of proposed mods.

      Most certainly, I strongly feel that any additional building included (even as a mod) in Civ 4 must be both TACTICALLY JUSTIFIED and FULLY INTEGRATED into the existing gameplay mechanics. As you so rightly suggest, this is of paramount important.

      A further point worth mentioning is that all these structures will be able to be seen (along with the "default" Civ 4 buildings) on the main gameplay map. Therefore STYLE and QUALITY are also vitally important.

      Maybe this post is also an attempt to try to "consolidate" any future additions to the game so that they are appropriate to Soren's vision. Maybe this might conceivably be a job for the AU.

      Comment


      • #4
        is that your small list

        I beleive well is in already
        anti steam and proud of it

        CDO ....its OCD in alpha order like it should be

        Comment


        • #5
          Platypus Rex:

          Well .... then there is one less to worry about!!

          I must admit that I am really interested in the prospect of eventually approaching Civ 4 as a true Empire Building game .... where there are plenty of structures to build (in addition to the regular military and worker units).

          It would be great to be able to see several large cities on the main map boasting a great variety of these assorted (and integrated) buildings.

          Maybe Sn00py could eventually "mod" the city tiles in order to reflect this new reality.

          Comment


          • #6
            The improvements would then have to become correspondingly cheaper, since you'll have to build that many more. It's enough of a pain going through the Library -> University -> Research Lab, Factory -> Hydro -> Mfg., Marketplace -> Bank -> Stock Exchange motions as it is to have to worry about Steel Mill, Hydrogen Production, Forge, Energy Grid, Tidal Harness, Water Treatment, Department Store, Obelisk, etc.
            THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
            AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
            AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
            DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF

            Comment


            • #7
              Originally posted by LordShiva
              The improvements would then have to become correspondingly cheaper, since you'll have to build that many more. It's enough of a pain going through the Library -> University -> Research Lab, Factory -> Hydro -> Mfg., Marketplace -> Bank -> Stock Exchange motions as it is to have to worry about Steel Mill, Hydrogen Production, Forge, Energy Grid, Tidal Harness, Water Treatment, Department Store, Obelisk, etc.
              Heaven forfend that we should actually have to decide which buildings we really need for a given city, rather than just building everything everywhere. People might start confusing this with a strategy game.
              If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...

              Former member, MOO3 Road Kill...er, Crew

              Comment


              • #8
                I personally believe that having a wide array of choices for a city-in every category-will simply enhance the power of city specialisation, something that we should be working hard to encourage. After all, wasn't that the underlying thinking of the DyP, Rhyes of Civilization and similar mods?

                Yours,
                Aussie_Lurker.

                Comment


                • #9
                  Many thanks for your replies.

                  Lord Shiva:

                  Yes .... I suppose for the "Warrior" (as opposed to the "Builder-Warrior") the possibility (or opportunity) of having to build all these extra structures would indeed be burdensome.

                  I would not necessarily think that any of the structures already appearing in Civ 4 would need to be devalued (i.e. made cheaper) by these additions.

                  One would have either of two choices:

                  (i) specialization of ones cities (as both Stormhound and The_Aussie_Lurker) highlight or

                  (ii) the need to exercise great patience (and a variable build order .... so that an element of specialization would still need to exist) and be prepared to wait even longer to see a "completed city".


                  Stormhound:

                  Yes .... these new buildings could indeed provide a player with a multitude of new strategic options .... including variable build orders for one's developing cities.


                  The_Aussie_Lurker

                  Of course the DyP mod included a whole series of new resources as well .... but that is another (or is it?) issue.

                  Comment


                  • #10
                    Originally posted by LordShiva
                    The improvements would then have to become correspondingly cheaper, since you'll have to build that many more.
                    what about inflation...the price of everything goes up
                    anti steam and proud of it

                    CDO ....its OCD in alpha order like it should be

                    Comment


                    • #11
                      Originally posted by Platypus Rex


                      what about inflation...the price of everything goes up
                      Heh, there we go...erosion of shields (as occurs when a project is sidelined) could ALSO occur during production, to indicate that the price just keeps going up even as it does today. If done properly, it would mean that cities with too low a production could never finish certain expensive items.
                      If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...

                      Former member, MOO3 Road Kill...er, Crew

                      Comment


                      • #12
                        Originally posted by Stormhound


                        If done properly, it would mean that cities with too low a production could never finish certain expensive items.
                        never might be to strong

                        maybe x% longer to accomplish
                        anti steam and proud of it

                        CDO ....its OCD in alpha order like it should be

                        Comment

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