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Can't place Meru, even if I can place Candi

Hired Sword

Chieftain
Joined
Oct 12, 2010
Messages
6
I have placed 3-4 Candi and Meru combinations to get the Unique Quarter, but in the rest of my settlements, I am unable to place the Meru, but the Candi is still available to place. Is it a City thing? am I missing some other restriction that I am missing?
 
I have placed 3-4 Candi and Meru combinations to get the Unique Quarter, but in the rest of my settlements, I am unable to place the Meru, but the Candi is still available to place. Is it a City thing? am I missing some other restriction that I am missing?
If you're playing as Augustus it could be due to his special ability that allows him to buy culture buildings in towns.
 
Isn’t Meru need to be adjacent to coast. Not in game now, but I remenber that one of unique building from Majapahit or Chola need to be adjacent to coast.
Kinda annoying, i often make a mistake when i lay the first one and realize «damn i forgot it has to be coastal».
 
Isn’t Meru need to be adjacent to coast. Not in game now, but I remenber that one of unique building from Majapahit or Chola need to be adjacent to coast.
Kinda annoying, i often make a mistake when i lay the first one and realize «damn i forgot it has to be coastal».
It's Chola I jsut did it this weekend. One half of it needs to be on coast, but the part that isn't restricted unlocks first in the tree, so I had like 3 down before I unlocked part 2 and it was too late by the time I figured out why I can't place it. They really should put the same restriction on both buildings, There are some reasons why its ok to split them up (inland city can at least build part one) but there should be like a Green/Yellow hex shading to indicate placing on yellow means you can't finish the quarter.
 
Having them with different restrictions is ok (at least so far they only have restrictions on one building, not like they force one building to be coastal and another to be next to a mountain for any).

I just had a game with Spain where I would have had a lot of trouble to get my UQ down in one city, but it had a perfect location for the Contratacion, with 4 navigable rivers and 2 resource tiles. Since the city effectively didn't have a valid coastal tile, I was happy to place it down. So definitely I'd rather they not be forced to have the same placement rules. But also, yeah, a quick warning before you place it, if you already have another building or the other building won't work on the tile as a warning, doesn't hurt. At least with the map tacks mod, I've taken to using the pins, since they check for the placement rules, in case I can't immediately tell if my tile next to a body of water counts as coastal in case of lake vs inland sea, for example.
 
I've noticed that if you place something onto a rural tile but then cancel it before any work is done, the game basically won't let you place it anywhere else because it's already freed up the rural population to be placed elsewhere.

It doesn't actually tell you that of course, you have to figure it out on your own. However, I did notice that for a standard building, the target tile has two blue circles at the bottom, though I'm not sure if that happens consistently.

I didn't test if you could back out of it by placing a growth population onto the tile to revert it to rural, but I suspect the tile is in a weird halfway state and it won't work.

If you place the canceled building on the tile, the problem goes away. I didn't test if placing another building on the same tile might make things right, but I suspect that has a better chance of success than trying to revert it to rural.

Edit: This only happens when the building is at the top of the queue. If you're really paranoid, You can queue up a research project at the top and then the building after. It will ask you to confirm turning the tile urban, but won't do so until the building is at the top of the queue.
 
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That is absolutely terrible QA, and it's incompetent to not have fixed this ASAP.

Let me be clear - I blame the execs, not the (presumably) over-worked coders, devs etc.

But that's something that most 4X games would hotfix in a single day.
 
I've noticed that if you place something onto a rural tile but then cancel it before any work is done, the game basically won't let you place it anywhere else because it's already freed up the rural population to be placed elsewhere.

It doesn't actually tell you that of course, you have to figure it out on your own. However, I did notice that for a standard building, the target tile has two blue circles at the bottom, though I'm not sure if that happens consistently.

I didn't test if you could back out of it by placing a growth population onto the tile to revert it to rural, but I suspect the tile is in a weird halfway state and it won't work.

If you place the canceled building on the tile, the problem goes away. I didn't test if placing another building on the same tile might make things right, but I suspect that has a better chance of success than trying to revert it to rural.

Edit: This only happens when the building is at the top of the queue. If you're really paranoid, You can queue up a research project at the top and then the building after. It will ask you to confirm turning the tile urban, but won't do so until the building is at the top of the queue.
This is deliberate, if you could freely create endless empty urban tiles it'd be very exploitable in order to grab lots of land very quickly for no cost.
 
This is deliberate, if you could freely create endless empty urban tiles it'd be very exploitable in order to grab lots of land very quickly for no cost.

Yeah, I think as a concept it makes sense to lock the urban tile until you have a building on it, but it would be nice to have a warning somehow "incomplete urban district - next building must be placed here before another urban district can be created" or something like that when you hove over placing a building there.
 
Yeah, I think as a concept it makes sense to lock the urban tile until you have a building on it, but it would be nice to have a warning somehow "incomplete urban district - next building must be placed here before another urban district can be created" or something like that when you hove over placing a building there.
Yes, and perhaps turning the bubble at the bottom yellow, which would draw you to hover and see that tool tip.
 
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