Gwaja
King
These are the buildings that become obsolete that I can see from Civilopedia:
I am not 100% sure on what effects expire and what effects continue to show up even after the obsoleting techs.
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1. Monasteries: Trains missionaries. +10%. +2.
Obsolete with Scientific Method
After Scientific Method, you lose the bonus but still keep the bonus, as well as the ability to train missionaries.
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2. Castles: +25%. +1 trade routes. +50% defense except against gunpowder units. -25% damage to defense from bombardment except against gunpowder units. +1.
Obsolete with Economics, except for defense bonuses.
You keep the bonus and the defense bonuses against units that are not gunpowder based. The other effects you lose them.
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3. Citadels: Same as castles, except it also provides +5 experience to siege units.
Obsolete with Economics, except for defense bonuses.
Same as with castles on benefits lost upon Economics, but also loses the experience bonus to siege units.
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4. Walls: +50% defense except against gunpowder units. -50% damage to defense from bombardment except against gunpowder units.
Obsolete with Rifling, except for defense bonuses.
Self explanatory.
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5. Duns: Same as walls, except it also provides free Guerilla I promotions to units built in the city.
Obsolete with Rifling, except for defense bonuses.
Self explanatory as well. Also loses the free promotion bonus upon Rifling.
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6. Stables: Provides +2 experience points to mounted units.
Obsolete with Advanced Flight.
Loses the experience bonus with Advanced Flight.
However, in a case where you have Advanced Flight but does not have oil, you can't build gunships. So does this mean that your mounted units will be built but without the normal experience you would have gotten had you not gotten Adv. Flight?
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7. Gers: Instead of +2, provides +4 experience points to mounted units.
Obsolete with Advanced Flight.
Loses the experience bonus with Advanced Flight.
Same question applies as with the stables.
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8. Monuments: +1 for charismatic leaders. +1.
Obsolete with Astronomy.
You lose the bonus but still keep the bonus.
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9. Obelisks: Same as monuments, except it also can turn 2 citizens into priests.
Obsolete with Astronomy.
You lose every benefits except the bonus.
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10. Steles: Same as monuments, except it also provides +25%.
Obsolete with Astronomy.
You lose every benefits except the bonus.
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11. Totem Poles: Same as monuments, except it also provides +3 experience points to archery units.
Obsolete with Astronomy.
You lose every benefits except the bonus.
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Are these an accurate assessment? So based on my foundings, it seems that when a building becomes obsolete, you lose:
1. the ability to build them.
2. the extra bonuses and effects.
You keep:
1. the bonus.
The exception is for walls and castles and their equivalent unique buildings that keep the defense bonuses against non gunpowder based units. Also, the existing monasteries continue to allow you to build missionaries.
Please let me know if there is an error or few in my assessment.
I am not 100% sure on what effects expire and what effects continue to show up even after the obsoleting techs.
-----
1. Monasteries: Trains missionaries. +10%. +2.
Obsolete with Scientific Method
After Scientific Method, you lose the bonus but still keep the bonus, as well as the ability to train missionaries.
-----
2. Castles: +25%. +1 trade routes. +50% defense except against gunpowder units. -25% damage to defense from bombardment except against gunpowder units. +1.
Obsolete with Economics, except for defense bonuses.
You keep the bonus and the defense bonuses against units that are not gunpowder based. The other effects you lose them.
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3. Citadels: Same as castles, except it also provides +5 experience to siege units.
Obsolete with Economics, except for defense bonuses.
Same as with castles on benefits lost upon Economics, but also loses the experience bonus to siege units.
-----
4. Walls: +50% defense except against gunpowder units. -50% damage to defense from bombardment except against gunpowder units.
Obsolete with Rifling, except for defense bonuses.
Self explanatory.
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5. Duns: Same as walls, except it also provides free Guerilla I promotions to units built in the city.
Obsolete with Rifling, except for defense bonuses.
Self explanatory as well. Also loses the free promotion bonus upon Rifling.
-----
6. Stables: Provides +2 experience points to mounted units.
Obsolete with Advanced Flight.
Loses the experience bonus with Advanced Flight.
However, in a case where you have Advanced Flight but does not have oil, you can't build gunships. So does this mean that your mounted units will be built but without the normal experience you would have gotten had you not gotten Adv. Flight?
-----
7. Gers: Instead of +2, provides +4 experience points to mounted units.
Obsolete with Advanced Flight.
Loses the experience bonus with Advanced Flight.
Same question applies as with the stables.
-----
8. Monuments: +1 for charismatic leaders. +1.
Obsolete with Astronomy.
You lose the bonus but still keep the bonus.
-----
9. Obelisks: Same as monuments, except it also can turn 2 citizens into priests.
Obsolete with Astronomy.
You lose every benefits except the bonus.
-----
10. Steles: Same as monuments, except it also provides +25%.
Obsolete with Astronomy.
You lose every benefits except the bonus.
-----
11. Totem Poles: Same as monuments, except it also provides +3 experience points to archery units.
Obsolete with Astronomy.
You lose every benefits except the bonus.
-----
Are these an accurate assessment? So based on my foundings, it seems that when a building becomes obsolete, you lose:
1. the ability to build them.
2. the extra bonuses and effects.
You keep:
1. the bonus.
The exception is for walls and castles and their equivalent unique buildings that keep the defense bonuses against non gunpowder based units. Also, the existing monasteries continue to allow you to build missionaries.
Please let me know if there is an error or few in my assessment.