Conditions for free buildings

pepper2000

King
Joined
Apr 14, 2013
Messages
899
For the space colonization modmod (another update is coming; I promise), I am experimenting with the free building mechanism for trading resources between planets. So I am wondering exactly when the free building is triggered.

If wonder Y gives a free X in all cities, then I've already found that X will not be active unless it is the right terrain type. If X requires power, then X will not be active if there is no power. I think that if X requires a resource, then X will not be active unless the needed resource is present. On the other hand, if X normally requires building X2 to build, then X will be active even if X2 is not present.

To give a tangible example, I am thinking about a more advanced fusion power plant that requires Helium 3. To build it, you need a He3 Importer, since He3 cannot be found in sufficient quantities on Earth. The He3 Importer requires 1 Lunar He3 Extraction facility. That's a lot of work to get this advanced fusion plant, and the number you can build will be limited by the number of Lunar He3 Extraction Facilities you can build.

Eventually, you can build a Uranian He3 Mine, which is intended to create a free He3 Importer in all cities. Now you can build all the He3 Fusion Plants you want with little effort. But my question is, will this work? Or will the supposedly free He3 Importers fail because the Lunar He3 Extraction Facilities are not there?

Is there a guide somewhere that spells out in detail exactly when the free buildings work?

The John Maynard Keynes quote at Interstellar Trade seems all the more applicable.
 
I think free buildings only ignores the tech requirement; but I believe it will ignore any ConstructConditions that the building in question have.... @TB: or was it ConstructConditions that is the only way to restrict free buildings??

ConstructConditions can list pretty much anything one can think of as a requirement to build a building. The downside with it is that the AI don't know how to actively unlock buildings that uses ConstructCondition.
 
I'd have to look again to spell it all out perfectly but I'm pretty sure it was ConstructConditions that now can restrict free buildings and I might've opened it up to even more than that.

If I'm not mistaken, it's spelled out most recently in the One Small Step thread.
 
Thanks. Based on reading through that thread, I think that the free buildings will work as I expect, but I will have to test it to be sure.
 
Back
Top Bottom