At a few points in my game, I have met cases where some building requirement don't make sense, essentially in situation where a building needs another building to be available, but that first building was replaced by another one.
I reported the case for the grand manor that required a forge so became unavailable once you get foundries; so it should be supported by both, and it was fixed in v33.
I am meeting quite a few of theses smaller annoyance, but usually am too lazy to create a thread for such a small issue, so in this one I will report all such cases that I encounter in my game(s), and update the thread with new bugs discovered or fixed.
Dependency chains :
- the Grand Manor require a Forge, should require a Forge OR a foundry (solved in v33)
- The Pearl Harbor and Scapa Flows wonders require a drydock, and should require a drydock OR a naval Yard.
- there are lots of building that require a storage pit or a trading post that get unbuildable after theses building go obsolete (while the building don't), and some that requires "granaries" and are not buildable anymore once you can get modern granaries. Can't make a serious list from the top of my head, but I will update. among the concerned cases, the butchery.
A second type of somewhat related issues are avoidable UI clutter.
It concerns a number of building that are considered "potentially buildable" in the city UI, and so are displayed, but will never actually be buildable, since some of their prerequisite won't ever appear. In these situations, it would be nice to have either a fuller set of conditions on the display of such buttons, or a more complete check on the requirement internally (Which is probably quite more complicated, since then the complete requirement chain has to be crawled to know what button to display, not only grey out). The fix propositions I'm including assume the first case (no implementation of a whole new check step).
Cases I can list from the top of my head are :
- cities that are not on a river can't build Irrigation canals, and will never be able to, so the button is not displayed. However, the Noria button is displayed, while it will never be buildable either since it requires an irrigation canal. The Noria should probably not be displayed in cities that are not on a river.
- smelter buildings for non alloy production can never be built if the corresponding mine building can't be built. So the buttons shouldn't be displayed if the corresponding resource is not in the city vicinity, just like the mine buildings are.
- coastal cities that are on a small body of water (I don't know the threshold, but I think it's around 3-5 tiles of water or less) can't build some of the coastal buildings, like the shipwright (I think) or the Harbourmaster's Office (quite certain about this one), but still display the buttons for many buildings that requires the harbourmaster's office, like the seawalls, the coast guard one, the pier, which won't ever be usable. So the buttons for building requiring the Harbourmaster's Office should also require a large body of water (same condition as on the HO) to display.
I reported the case for the grand manor that required a forge so became unavailable once you get foundries; so it should be supported by both, and it was fixed in v33.
I am meeting quite a few of theses smaller annoyance, but usually am too lazy to create a thread for such a small issue, so in this one I will report all such cases that I encounter in my game(s), and update the thread with new bugs discovered or fixed.
Dependency chains :
- The Pearl Harbor and Scapa Flows wonders require a drydock, and should require a drydock OR a naval Yard.
- there are lots of building that require a storage pit or a trading post that get unbuildable after theses building go obsolete (while the building don't), and some that requires "granaries" and are not buildable anymore once you can get modern granaries. Can't make a serious list from the top of my head, but I will update. among the concerned cases, the butchery.
A second type of somewhat related issues are avoidable UI clutter.
It concerns a number of building that are considered "potentially buildable" in the city UI, and so are displayed, but will never actually be buildable, since some of their prerequisite won't ever appear. In these situations, it would be nice to have either a fuller set of conditions on the display of such buttons, or a more complete check on the requirement internally (Which is probably quite more complicated, since then the complete requirement chain has to be crawled to know what button to display, not only grey out). The fix propositions I'm including assume the first case (no implementation of a whole new check step).
Cases I can list from the top of my head are :
- cities that are not on a river can't build Irrigation canals, and will never be able to, so the button is not displayed. However, the Noria button is displayed, while it will never be buildable either since it requires an irrigation canal. The Noria should probably not be displayed in cities that are not on a river.
- smelter buildings for non alloy production can never be built if the corresponding mine building can't be built. So the buttons shouldn't be displayed if the corresponding resource is not in the city vicinity, just like the mine buildings are.
- coastal cities that are on a small body of water (I don't know the threshold, but I think it's around 3-5 tiles of water or less) can't build some of the coastal buildings, like the shipwright (I think) or the Harbourmaster's Office (quite certain about this one), but still display the buttons for many buildings that requires the harbourmaster's office, like the seawalls, the coast guard one, the pier, which won't ever be usable. So the buttons for building requiring the Harbourmaster's Office should also require a large body of water (same condition as on the HO) to display.
