I strongly believe that in most if not all cases, replacement buildings should supersede the obsoletion mechanism.
I hearty agree.
I strongly believe that in most if not all cases, replacement buildings should supersede the obsoletion mechanism.
I strongly believe that in most if not all cases, replacement buildings should supersede the obsoletion mechanism.
Like Bead Maker's Hut staying for a lot longer before going obsolete (IF going obsolete) but:
only giving 1 Beads
not being build-able everywhere (as it relies on local access)
requiring Beads to be "used up" by other buildings, like a market building giving +1% gold from Beads should "spend" a Beads resource too.
Bead Factory on the other hand would give x Beads (Like 5) and be build-able everywhere as by then logistics should be solved.
And Assembly stuff should not obsolete Factories but give them a bonus, like 10x Beads instead.
Of course if details on how it worked varied with different buildings it would be more fun too.
Cheers
Or perhaps some (most) of the huts and other early cottage industry buildings, particularly those building perishables, should only produce them locally (i.e. only available to the city with said early building). Would make canning, refridge, and other 'preservative' techs more important.
This approach helps tremendously with a steady and smooth growing complexity in game balance. It's not 8 for each era but there really should be core progression chains which grow like vines through the structure and from those sprout unique gems only available in particular eras, and added branch offs and newly sprouting progressing chains as the things move forward. So that way it stays interesting but follows along growing in tandem with some familiarity to keep things from feeling like nothing but a ball of chaos and making it impossible to judge how to properly balance a fairly steady increase of various income types (yields and commerces for example.)I am not enamoured with this "straight line" approach of a conveyor belt of buildings replacing one after the other. Taken its logical conclusion we would just have 8 (for each era) buildings doing the same thing as one another. It becomes a spreadsheet exercise
A more imaginitive and open- ended approach is much more fun
Or perhaps some (most) of the huts and other early cottage industry buildings, particularly those building perishables, should only produce them locally (i.e. only available to the city with said early building). Would make canning, refridge, and other 'preservative' techs more important.
I addressed that issue in depth a while back in the bug thread after you posted about it. I don't specifically recall what the resolution WAS but if I recall, after close evaluation, it was determined that it had been setup according to the intended design. I will try to find the reply to this later and repost it here if you haven't found it in the meantime.
Based on Platyping's "Manufactured Goods" mod it would be possible to code a simplistic quantity system with resources available locally or nationally. The problem as always is getting the AI to understand and use it.
I don't see any point in this, available resource is available and roads act as a transport network so why over-complex it and spend time in vain to draw lines between "local" and "national" resources.
I truly wonder what is the 'intended design' of such feature that player can't build normal factories nor industrial complexes anywhere on map after assembly line and refrigeration techs. Please do enlighten me.
I think he means NOT being able to build Factories or Industrial Complexes as improvements after Assembly Line tech?
This might be a bug coming about due to the Factory Improvement having 2 entries, one enabled by "Assembly Line" and one by "Refrigeration"?
Cheers
I think he means NOT being able to build Factories or Industrial Complexes as improvements after Assembly Line tech?
This might be a bug coming about due to the Factory Improvement having 2 entries, one enabled by "Assembly Line" and one by "Refrigeration"?
Cheers
Yes, exactly right. Thank you for clarifying this simple fact to ones who need it.
So again to Tb and other whom fixing this might concern : I too have two factory entries in pedia and i am UNABLE to build factories on map AFTER the mentioned techs are discovered. I hope that this makes the simple issue finally clear enough to be fixed.
Surely some of you will fix this brain fart in V36 so players can again build factories properly. I have been told that my bug reports are appreciated but it certainly does not feel like that if i (and others) have to (again) explain simple issues many times.
Hi.
I don´t know if this is the right tread for this, but i´ve just started playing a new game last night with the in progress version with latest SVN update.
I don´t have any logs because my games always get #### up when i do. But one thing is that my option choises, like archer bombardment, shift que, hide unbuildable buildning etc. etc. are reset to default after loading a save. (Translation: the boxes aren´t checked anymore).
I don´t know if you good people making this mod whants bug reports here. Refere me please to an other thread if thats the case
(on an other subject, I saw the conversation about age a week back. I´m 30 )
BR Loffas
edit 2 I have figured out why there are two improvements and I have changed the name of one of them to "Factory (Cold Climate)" as it can only be placed on snow, tundra and permafrost terrains. The other one can be placed on grass and the other warmer terrains. This may fix the problem as sometimes having the name the same confuses the game as much as the player. If it doesn't then I suggest someone who is not dyslexic look at the two improvements "improvement_3factory" and "improvement_3factory_2" as I can see nothing else wrong there.