• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days (this includes any time you see the message "account suspended"). For more updates please see here.

a question about "obsolete"

heyidtj

Chieftain
Joined
Jan 5, 2011
Messages
4
some technology and buildings would "obsolete" earlier more primitive buildings or technology and sometimes even wonders. If let's say a building provides +1food, 1+hammer, +1gold, +1health, +1 research, +1 happiness, +1culture, +1great person, which of those would be obsolete or is it all of them? btw, I know such building does not exist.
 
To my knowledge only Wonders, Castles (Walls), and Monasteries can become "obsolete".

-An obsolete wonder will cease to provide a special benefit.
--A captured wonder will cease providing culture.
-An obsolete castle will no longer provide a trade route (I think).
-An obsolete monasteries will cease to provide a science boost.
 
The only thing that obsolete buildings continue to provide is their base culture per turn, with one semi-exception: Obsolete Monasteries continue to allow you to build missionaries without switching to the Organized Religion civic.

For players who build lots and lots of monasteries, and also the religion building improvers, like Sankore, Spiral Minaret etc, this is why teching Scientific Method can be such a massive hit to your total economy.

-Sinc
 
adding to TheWilltoAct. (Edit: also Sincro)

Also walls (significant for the Dun), monuments (sometimes significant for stele, obelisk), and stables.

The general rule is, an obsolete building will lose all effects except culture and GP points.

An obsolete wonder will still produce great people points.
Monasteries also lose AP hammers and UoS and Spiral Minaret effects, but can still produce missionaries.
Castles do lose trade routes, espionage, and the citadel loses its siege bonus.
 
I forgot to add, some resources can be obsolete too such as ivory, ivory just lose happiness, right?
 
For the most part, when units "obsolete" it usually means that you can no longer build them, unless you lack the resources required to build up to date units. If you have horses but not iron, you'll still be able to build horse archers when you get guilds for example. If you have advanced flight and composites but no aluminium you will not be able to build advanced fighters but can still build fighters. If you have advanced flight but no oil you'll still be able to build cavalry as long as you have horses.

When buildings and resources obsolete: most of it has already been mentioned.

Stables: Obsolete with advanced flight. You can no longer build them but can still use the xp bonus should you build cavalry. Any bonus from completing the horse whispering quest dissapear.

Monuments: obsolete with astronomy, can no longer build monuments but existing monuments may still provide culture. Egyptian obelisk no longer allow for extra priests to be assigned.

Monastries: Obsolete with scientific method, no longer provides science bonus and can still build priests without organised religion. Will provide same culture. No longer gains bonus from religious wonders such as spiral minaret, University of Sangkore, Apostilic Palace, Cistine Chapel.

Walls: Obsoletes with rifling: This is a weird one, because they technically become obselete with Gunpowder, as they do not provide a defensive bonus against gunpowder based troops. Once you have rifling, those you have will still provide defensive bonuses against pre gunpowder troops though you won't be able to build anymore.

Dun: Obsoletes with rifling: If you play as the celts, they will provide their Geurrila bonus to muskets and Grenadiers so it may be worth delaying rifling until you have assembly line.

Castles: The weirdest: Obsoletes with economics, so you'll loose the extra trade route and boost to espionage (in bts), but still keep the culture. It won't provide defensive bonus against post-gunpowder troops. It would be better of castles didn't obsolete so quickly because they are potentially quite useful.

Wonders:

Apostilic palace: You'll loose the ability to hold elections as well as the manufacturing bonus to relgious buildings when the person who has this wonder develops Mass Media.

Spiral Minaret, University of Sangkore, Angkor Watt: Obsolete with computers: All bonus dissapears, but you should still retain GP production (BTS) and culture with all wonders.

Chichen Itza: Obsoletes with rifling but will provide its bonus against all troops until you resreach it.

Hagia Sophia: Obseletes with steam power.

Kremlin: Obsoletes with Fibre Optics.

Great library, Temple of Artemis, Parthenon: Obsoletes with Scientific method. You loose the free specialists but will still get GP points from the wonders itself on BTS.

Stonehenge and the Colosses: Obsoletes with Astronomy. I'm not sure whether or not the free monuments dissapear with it Stonehenge or not or whether or not the culture dissapears as well.

The Great Lighthouse: Expires with corporation.

Note: the person with the wonder has to have the tech for the wonder to become obsolete.
 
I saw the name of this thread, and thought it was going to be along the lines of "WTH is with that guy named 'obsolete'?"
 
Free monuments from stonehenge do disappear when stonehenge obsoletes. Any you built before stonehenge retain their +1 culture though (+2 if over 1K years old).
 
I forgot to add, some resources can be obsolete too such as ivory, ivory just lose happiness, right?

Yes, and the ability to build Elephants (Not that you would at that point in the game). However, you still get the tile bonuses from Ivory in your BFC.

Another thing you can do if Ivory obsoletes is to trade for it. If Ivory isn't obsolete to the Civ that has it, they can trade it to you and you get the happiness bonus from the traded Ivory. This also works with Furs. For an advanced Civ, home-grown Ivory and Furs don't provide happiness. Your sophisticated citizens want the imported stuff. You even get the extra happiness if you have a market!
 
I saw the name of this thread, and thought it was going to be along the lines of "WTH is with that guy named 'obsolete'?"

Lol, yeah I thought it would be something along the lines of: "How does that guy beat diety so often without building any cottages? Aren't cottages really powerful?"
 
does anyone know if bananas go obsolete? i have one plantation in my territory, but my automated workers keep building over it, which, I believe, means I'm losing the food bonus to all my cities.
 
yeah, but i have a huge empire, and it sucks to have to manually instruct all my workers just because they won't leave my one damn banana plantation in place.
 
yeah, but i have a huge empire, and it sucks to have to manually instruct all my workers just because they won't leave my one damn banana plantation in place.

Intelligent tile improvement is one of the most pivotal differences between the human player and the AI. That said, automated workers really suck. A lot.
 
yeah, but i have a huge empire, and it sucks to have to manually instruct all my workers just because they won't leave my one damn banana plantation in place.

If you're going to automate workers, you absolutely must check the "leave old improvements" and "don't chop forests" options. Without those options, automated workers are worse than useless (I'd rather have no workers than the horrible automation AI there). With those two options checked, they're slightly better than useless.
 
does anyone know if bananas go obsolete? i have one plantation in my territory, but my automated workers keep building over it, which, I believe, means I'm losing the food bonus to all my cities.

Are they building a Fort? In BTS, Forts provide the resource they're built over, and also defensive bonuses to your troops. If the resource is outside your BFCs, the auto Workers will build Forts because they are more advantageous (until you build a city near it, that is).
 
Back
Top Bottom