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DESIGN: Buildings (City Improvements)

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  • DESIGN: Buildings (City Improvements)

    This thread is for sorting out the buildings. Although there aren't many problems, it's mainly because most buildings don't have a huge effect. This is because city sizes can become much bigger than other civ games though.

    I've arranged them so we can better view their value.

    Keep in mind cost/upkeep is ramped up as cities get bigger, so some buildings shouldn't be exactly equal anyway.

    I'll make a post later, but one small point on the maxpop problem. After you build Aqueducts to raise maxpop to 32, it's a very long time to reach Arcologies, sometimes you can grow all cities to 32 easily before then. Maybe we should add some small max pop to Hospital and lower Arcologies maxpop slightly?

    name benefit upkeep = value per benefit (bigger=worse)

    Happiness:
    shrine +1 270 1up = 270
    theatre +2 495 1up = 248
    arena +2 675 2up = 338
    basilica +3 1450 4up = 483
    television +1 2500 5up = 2500 (lots of other benefits)
    vr amusement park +5 3500 10up = 700

    Food
    granary +10% 300 1up = 3000 (starve protect 2)
    food silo +15% 1200 4up = 8000 (starve protect 5)

    cornucopic vats / 3500 15up (starve protect forever)

    Production
    mill +10% 1125 4up = 11250
    factory +15% 2025 8up = 13500
    oil refinery +15% 3500 8up = 23333
    nuclear plant +20% 4500 12up = 22500
    robotic plant +20% 5500 15up = 27500
    nanite factory +25% 8000 18up = 32000
    fusion plant +25% 10000 20up = 40000

    Science
    academy +10% 540 1up = 5400
    university +15% 1350 3up = 9000
    publishing house +15% 1375 3up = 9167
    computer center +20% 2400 6up = 12000
    orbital laboratory +30% 3000 10up = 10000

    Gold
    bazaar +10% 525 1up = 5250
    bank +15% 1225 4up = 8167
    brokerage +20% 1600 4up = 8000
    airport +20% 3000 8up = 15000
    e-bank +25% 4000 12up = 16000

    television +5goldperpop 2500 5up

    Crime
    courthouse -10% 330 1up = 3300
    correctional facility -20% 1400 5up = 7000
    security monitor -30% 4000 12up = 13333 (-3 happiness)
    behavioral mod center -30% 4500 18up = 15000

    Defense/Offense
    city walls 450 2up (+15def protect from conv/slave 50%/50%)
    ballista towers 525 2up (+20att v ground)
    battlements 1800 5up (+25att v sea)
    flak towers 2500 8up (+40att v air)
    anti-ballistic missiles 5000 15up (protect from nukes (not planted)
    forcefield 10000 20up (+80def)
    micro defense 8500 18up (protect against infect/nano att 50%/50%)

    Overcrowding/MaxPop overcrowd/maxpop cost upkeep
    aqueduct +6 +14 875 4up = 146/63
    drug store +4 / 1400 5up = 350/-
    hospital +8 / 2375 8up = 297/-
    arcologies +8 +14 5000 12up = 625/357
    incubation center +12 / 5500 15up = 458/-
    aqua filter +6 +14 8000 18up = 1333/571
    body exchange +12 / 7500 15up = 625/-

    Population Pollution
    public transport -30% 2400 6up = 8000
    eco-transit -50% 3500 10up = 7000

    Production Pollution
    recycling plant -30% 3000 8up = 10000
    matter decompiler -50% 4500 15up = 9000

    War Discontent
    movie palace -20% 1500 5up = 7500
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  • #2
    i think except for the drug store, it would make sense that max city size is spread out over all the overcrowding buildings

    [EDIT] actually giving the drug store increase max city might make more sense and shorten the forever thats between aqueduct and arcology

    an alternative is separating overcrowding and max pop, such as bringing in the sewer before the drug store[/EDIT]

    i m kinda confused by the happiness and and production paths. It seems nothing requires the mill, and then both happiness and production are along to linear paths right?
    Last edited by HuangShang; April 28, 2007, 18:51.

    Comment


    • #3
      Originally posted by HuangShang
      i think except for the drug store, it would make sense that max city size is spread out over all the overcrowding buildings
      I agree raising maxpop should be spread out. If it only requires two buildings to grow 40+ then it makes it a lot easier for the non-builder civs. It should require lots of building investment to grow that big. Not simply public works and two buildings.

      an alternative is separating overcrowding and max pop, such as bringing in the sewer before the drug store
      Well I don't think we need to add any buildings here. Although "Drug Store" and "Hospital" don't exactly fit in increasing the capacity of a city. How about the "Food Silo"?

      Overcrowding/MaxPop overcrowd/maxpop cost upkeep
      aqueduct +6 +14 875 4up = 146/63
      food silo / +8 1200 4up = -/300
      drug store +4 / 1400 5up = 350/-
      hospital +8 / 2375 8up = 297/-
      arcologies +8 +10 5000 12up = 625/500
      incubation center +12 / 5500 15up = 458/-
      aqua filter +6 +10 8000 18up = 1333/800
      body exchange +12 / 7500 15up = 625/-

      This removes 4 maxpop from each Acrologies and Aqua Filter, and gives it to Food Silo. This also keeps the value increasing at a similar rate. I've also kept the same total pop as it is for now, until we test it.

      i m kinda confused by the happiness and and production paths. It seems nothing requires the mill, and then both happiness and production are along to linear paths right?
      Not totally, these are the requirements(with the last requiring all the previous in order):

      Shrine > Basilica
      Arena > Movie Palace > VR Amusement Park

      Oil Refinery > Nuclear Plant > Fusion Plant
      Factory > Robotic Plant > Nanite Factory

      Aqueduct > Arcologies > Aqua Filter
      Drug Store > Hospital > Incubation Center > Body Exchange

      Academy > University > Publ. House > Comp. Cen. > Orb. Lab.

      Granary > Food Silo > Cornucopic Vat

      Bazaar > Bank > Airport (?)
      Bazaar > Bank > Brokerage > E-Bank (?)

      Public Transport > Eco Transit
      Recycling Plant > Matter Decompiler

      City Walls > Forcefield (?)

      Courthouse > Correctional Facility > Behavioral Mod Center (?)
      Courthouse > Correctional Facility > Security Monitor (?)

      First Airport seems weird. Airport is an important building, and you need those 2 beforehand? Seems totally unconnected.

      Second Brokerage seems to be in a strange place. 10 Brokerages allows the +10% gold for 20 turns feat, so it shouldn't be hidden in these other buildings, where smaller more scientific civs can't attempt it.

      Third Forcefield shouldn't require city walls. Not that it would make much difference. You could easily build a city wall in 1 turn when you've got Forcefields, but still it's silly.

      I think the last one with the crime buildings is meant to represent a choice. You get Security Monitor a lot sooner than BMC, and it gives the same benefit as BMC, but with -3 happiness. But noone is going to build the Security Monitor. What if it gave -1 happiness instead? It might benefit enough from the reduced crime to offset the unhappiness caused.
      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
      CtP2 AE Wiki & Modding Reference
      One way to compile the CtP2 Source Code.

      Comment


      • #4
        good stuff guys! check out the repository to see all the flags available and let me know if there is something w should have thats missing (especially if it appeared iv civ2,3, or 4)
        Formerly known as "E" on Apolyton

        See me at Civfanatics.com

        Comment


        • #5
          Originally posted by Maquiladora
          How about the "Food Silo"?

          Overcrowding/MaxPop overcrowd/maxpop cost upkeep
          aqueduct +6 +14 875 4up = 146/63
          food silo / +8 1200 4up = -/300
          drug store +4 / 1400 5up = 350/-
          hospital +8 / 2375 8up = 297/-
          arcologies +8 +10 5000 12up = 625/500
          incubation center +12 / 5500 15up = 458/-
          aqua filter +6 +10 8000 18up = 1333/800
          body exchange +12 / 7500 15up = 625/-

          This removes 4 maxpop from each Acrologies and Aqua Filter, and gives it to Food Silo. This also keeps the value increasing at a similar rate. I've also kept the same total pop as it is for now, until we test it.
          genius!


          I agree security monitor is too weak, but maybe it can be more of an trade off, like -40% crime or -2 happiness. It will be better than everything short of zero crime bill but needs some consideration. The most effective anti crime is in big cities, which may be afraid of lower happiness due to pollution, or may not care about happiness at all because it has better happiness than less happy cities, at which point it has excess happiness. The question in game balance is whether 30% crime is as big an impact as 1 or 2 happiness. But in game, the only question is if I have excess happiness, and I can often manage 3 excess happiness (two book wonders = maxed sliders).

          Airport is effectively just a gold building, so it requires all other gold buildings first i guess. I don't build them because pollution is one of the hardest things to counter, yet almost all real life cities have one.

          On requirements, I think it just prevents building "backwards," ie. building expensive better buildings before or in place of the outdated buildings. I think I remember from somewhere that a solution to this can be making buildings obsolete, such that after some advance in the future, an outdated building cannot be built and is no longer a requirement. Of course if older cities that built it did not suffer losing its effects then we created an advantage for "historic" cities. Just a thought.

          Final comment has to be that later on governments get better and cost effectively go down a step.

          Comment


          • #6
            Originally posted by E
            good stuff guys! check out the repository to see all the flags available and let me know if there is something w should have thats missing (especially if it appeared iv civ2,3, or 4)
            Well you already know about my request for specific type veteran-producing buildings

            I'll throw out a few other favourites:

            (wonders.txt) Free auto-upgrades for all units that are obsolete or become obsolete (Leonardo's Workshop civ2)

            (wonders.txt) Ships can move across deep without risk of sinking (Lighthouse civ2). This is only if/when we use chance of sinking for Coracles/Triremes.

            (buildings.txt) City Walls/Forcefield give extra Armour not just extra defence. Ballista Towers/Flak Towers/Battlements give extra Firepower not just extra attack.

            (buildings.txt/wonders.txt) Free X number of specialists farmers/labourers/merchants, like how Galileo's Telescope already works with free scientists.
            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
            CtP2 AE Wiki & Modding Reference
            One way to compile the CtP2 Source Code.

            Comment


            • #7
              Originally posted by HuangShang

              The question in game balance is whether 30% crime is as big an impact as 1 or 2 happiness.
              That's why I only put -1 happiness because i'm still not sure there. I'll investigate further under the right circumstances, but my feeling ATM is overall, -2 happiness is worse than -40% crime.

              Airport is effectively just a gold building, so it requires all other gold buildings first i guess. I don't build them because pollution is one of the hardest things to counter, yet almost all real life cities have one.
              Hmm I just tested it and the Airport didn't give any extra pollution, despite what it says in the Great Library?

              It still doesn't sit with the other gold buildings though IMO. It should have extra functions really, like "airlift" one unit to other airport cities, or build veteran aircraft, or only airport cities/airbases can refuel air units. I guess it really doesn't matter at the moment though.

              On requirements, I think it just prevents building "backwards," ie. building expensive better buildings before or in place of the outdated buildings. I think I remember from somewhere that a solution to this can be making buildings obsolete, such that after some advance in the future, an outdated building cannot be built and is no longer a requirement. Of course if older cities that built it did not suffer losing its effects then we created an advantage for "historic" cities. Just a thought.
              Well the deterrent for building backwards is that earlier buildings are more cost effective anyway, as they should be.

              On obsoleting buildings, it's possible, but the benefit would have to become obsolete aswell, and that might be annoying, like the obsoleting "buildingeverywhere" wonders.

              Overall i think most of the requirements are in a good order anyway, it's just a few that look out of place.

              Final comment has to be that later on governments get better and cost effectively go down a step.
              What do you mean?
              Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
              CtP2 AE Wiki & Modding Reference
              One way to compile the CtP2 Source Code.

              Comment


              • #8
                I mean that later in time, buildings in general are quicker to build under a better government. Thus, having to build all predecessor buildings isn't like having to (spend the time to) live through history again.

                Comment


                • #9
                  Here's the building flags


                  Code:
                  #-----------------------------------------------------------------------------
                  #
                  #  Project      : Call To Power 2
                  #  File type    : dbgen input
                  #  Description  : Building type descriptor
                  #  Id           : $Id:$
                  #
                  #-----------------------------------------------------------------------------
                  #
                  #  Disclaimer
                  # 
                  #  THIS FILE IS NOT GENERATED OR SUPPORTED BY ACTIVISION.
                  #
                  #  This material has been developed at apolyton.net by the Apolyton CtP2 
                  #  Source Code Project. Contact the authors at [email]ctp2source@apolyton.net[/email].
                  #
                  #-----------------------------------------------------------------------------
                  #
                  #  Modifications from the original Activision code:
                  #
                  #  - CultureOnly          : Building can only be built if city's citystyle is matched (E)
                  #  - CityStyleOnly        : Building can only be built in cities with the city style in the list (E)
                  #  - GovernmentType       : Building can only be built with the right government (E)
                  #  - NeedsCityGood :      : Building requires a good to be built (E)
                  #  - NeedsCityGoodAll     : Building requires all goods in the list to be built (E)
                  #  - NeedsCityGoodAnyCity : Building requires good owned in any city of the empire (E)
                  #  - EnablesGood          : Building gives good to city (E)
                  #  - OnePerCiv            : Just one building allowed per civ works like Small Wonders - (E 2-14-2006)
                  #  - GoldPerCity          : Gold cost per number of cities (E)
                  #  - GoldPerUnit          : adds this (E)
                  #  - GoldPerUnitReadiness : adds amount times number of units times readiness modifier (E)
                  #  - SquaredBorderRadius  : increases city radius (E 2-28-2006)
                  #  - IntBorderRadius      : Increases city radius (E 2-28-2006)
                  #  - CivilisationOnly     : Building can only be built in the given civilisations (E)
                  #  - NeedsFeatToBuild     : Building can only be built with the right feat (E)
                  #  - TreasuryInterest     : Based on stored gold
                  #  - ExcludedByWonder	  : Prevents bldgs being built in cities with wonder
                  #  - PrerequisiteWonder   : Needs bldgs in city to be built
                  #
                  #-----------------------------------------------------------------------------
                  
                  Building {
                  	# stuff every building has
                  	Record Icon                 DefaultIcon
                  	StringId                    Description
                  	Record Advance              EnableAdvance
                  	Record Advance[0..5]        ObsoleteAdvance
                  	Record Building[]           PrerequisiteBuilding
                  	Record Government[]         GovernmentsModified
                  	Record CityStyle[]          CultureOnly              // Added by E -- can only build buildings if civ has certain citystyle
                  	Record CityStyle[]          CityStyleOnly            // Added by E--can only build buildings at cities with certain citystyle 
                  	Record Government[]         GovernmentType           // Added by E --- a copy of unit Government type code
                  	Record Resource[]           NeedsCityGood            // By E must have good in radius of city or buying resource to build 
                  	Record Resource[]           NeedsCityGoodAll         // By E a city must have all resource to build building
                  	Record Resource[]           NeedsCityGoodAnyCity     // Implemented by E
                  	Record Resource[]           EnablesGood              // Added by E -- having a bldg gives a city a good
                  	Record Civilisation[]       CivilisationOnly 
                  	Record Feat[]               NeedsFeatToBuild         // Implemented by E
                  	Record Building[]           ConflictsWithBuilding    // FU for SectarianHappiness
                  	Record Building[]           ExcludedByBuilding       // CantBuild if have this building
                  	Record Government[]         ExcludedByGovernmentType // Destroyed if not of this government
                  	Record Wonder[]             PrerequisiteWonder       // Added by E to limit units to cities with certain wonders
                  	Record Wonder[]             ExcludedByWonder         // To prevent some units being built
                  	Bit(Int)                    NeedsPopCountToBuild     // Added by E
                  	Bit(Int)                    PopCountBuildLimit       // Added by E
                  
                  	Record Resource[]           RequiresGood             // Added by E -- having a bldg gives a city a good
                  	Record Resource[]           ProducesGood             // Added by E -- having a bldg gives a city a good
                  	Bit(Int)                    SquaredBorderRadius      // added by E
                  	Bit(Int)                    IntBorderRadius          // added by E
                  	Record TerrainImprovement[] ShowOnMap                // FU
                  	Record TerrainImprovement[] ShowOnMapRadius          // FU
                  	Bit(Record MapIcon)			ShowCityIcon			 // Like show on map but put on city?
                  	Bit(Record MapIcon)			IsReligionIcon			 // Displays city religion icon
                  
                      Bit(Float)                  TreasuryInterest         // percent of your treasury goes to city
                      Bit                         CantSell                 // Some Buildings Cant Be Sold
                      Bit(Int)                    DisbandsCitySettlerNum   //
                      Bit                         CreatesMiltiaUnit        // EMOD for militia code 10-05-2006
                      Record Building[]           ActualBuildingEverywhere // FU
                  
                  
                  	Int ProductionCost
                  	Int Upkeep
                  	Bit(Int)   GoldPerCity                 // Add/subtract gold based on player's number of cities by E
                  	Bit(Int)   GoldPerUnit                 // Add/subtract gold based on player's number of units by E 
                  	Bit(Int)   GoldPerUnitSupport          // coefficient applied to gold hunger, readiness, and govt coefficient
                  	Bit(Int)   GoldPerUnitReadiness        // Add/subtract gold based on player's number of units multiplied by readiness level by E
                  	Bit(Int)   UpkeepPerUnit               // added by E 
                  	Bit(Int)   UpkeepPerUnitWagesReadiness // added by E 
                  	Bit(Int)   UpkeepPerCity               // added by E 
                  	Bit(Int)   UpkeepPerCitySq             // added by E
                  	Bit(Int)   NewPopLimit                 // added by E
                  	Bit(Int)   UpkeepPerUnitSupport
                  	Bit        ProductionCostPopModifier   //added by E multiples productioncost to the population size. Its harder to modernize an old, crowded city
                  
                  	# flags
                  	Bit        Capitol
                  	Bit(Float) DefendersPercent
                  	Bit(Int)   HappyInc
                  	Bit        DoubleTelevangelists
                  	Bit(Float) ProductionPercent
                  	Bit(Float) FoodPercent
                  	Bit(Float) CommercePercent
                  	Bit(Float) SciencePercent
                  	Bit(Int)   IncreaseBaseOvercrowding
                  	Bit(Int)   IncreaseMaxPopulation
                  	Bit(Float) FoodVat
                  	Bit        Airport
                  	Bit        NoUnhappyPeople
                  	Bit        NoRushBuyPenalty
                  	Bit(Float) LowerCrime
                  	Bit(Float) PreventConversion
                  	Bit(Float) PreventSlavery
                  	Bit        AllowGrunts
                  	Bit(Float) LowerPeaceMovement
                  	Bit(Int)   GoldPerCitizen
                  	Bit        ProtectFromNukes
                  	Bit(Float) ProtectFromBioAgents
                  	Bit(Float) ProtectFromNanoVirus
                  	Bit        Television
                  	Bit        CityWalls
                  	Bit        IsReligious
                  	Bit        ForceField
                  	Bit        CantBuildInSea
                  	Bit        CantBuildOnLand
                  	Bit        Cathedral
                  	Bit        Brokerage
                  	Bit        NuclearPlant
                  	Bit(Float) SciencePerPop
                  	Bit(Int)   RaiseOvercrowdingLevel
                  	Bit(Int)   RaiseMaxPopulation
                  	Bit(Int)   StarvationProtection
                  	Bit        EmbassiesEverywhereEvenAtWar
                  
                  	Bit        CoastalBuilding            // DW - Added to fix bug #895
                  	Bit        OnePerCiv                  // EMOD implement 2-14-2006
                  	Bit(Int)   IncreaseHP                 // EMOD - increase HP of all current units
                  	Bit        EnablesVeterans            // EMOD - makes units veterans 
                  
                  	Struct BuildingFeat {                 // From feats implemented by E 2-24-2006
                  		Record Building Building
                  		Bit(Int) Num
                  		Bit(Int) PercentCities
                  	}
                  
                  	Bit(struct BuildingFeat) BuildingFeat // From feats implemented by E 2-24-2006
                  
                  	Bit(Float) OffenseBonusLand
                  	Bit(Float) OffenseBonusWater
                  	Bit(Float) OffenseBonusAir
                  
                  	Bit(Float) PopulationPollutionPercent
                  	Bit(Float) ProductionPollutionPercent
                  	Bit(Float) PollutionAmount
                  
                  	Bit(File) ShowAsIcon            // tiledraw icon file?
                  
                  	#Energy Code
                  	Bit(Int)   EnergyHunger 
                  	Bit(Int)   ProducesEnergy
                  	Bit(Int)   EnergyHungerPerPop
                  	Bit(Int)   ProducesEnergyPerPop 
                  
                  	Bit GLHidden
                  }
                  Formerly known as "E" on Apolyton

                  See me at Civfanatics.com

                  Comment


                  • #10
                    It's interesting some of the slight differences in the CtP1 buildings.



                    For example city wall gives 100% protection against slaves, makes city wall MUCH more useful. I think I would always build city wall if it gave full protection. Not to mention the AI builds them frequently.

                    Cathedral, gives different happiness bonuses under different governments. This is an excellent idea. Better Mills under Communism, better TV under Democracy etc.
                    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                    CtP2 AE Wiki & Modding Reference
                    One way to compile the CtP2 Source Code.

                    Comment


                    • #11
                      i really like how the nuclear and fusion plants give production and reduces pollution. we should make ours reduces population pollution (because of less polluting mainstream electricity)

                      wierd how eco transit can give -200% pollution

                      Comment


                      • #12
                        It's strange as the CtP2 Great Library says the Nuclear Plant produces pollution, unless the "NuclearPlant" flag in buildings.txt does more than give a chance of meltdown. I've personally never experienced a meltdown though. Maybe one of the coders can look to see how that works.
                        Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                        CtP2 AE Wiki & Modding Reference
                        One way to compile the CtP2 Source Code.

                        Comment

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