Dancing Hoskuld
Deity
Terminological nit-picking:
spot the odd one out:
Cooper
Cobbler
Hat shop
Hint it's the milliner! Of course there is an argument for consistency the other way too.
Pity we don't have mercury then we could have"Mad Hatters".

Terminological nit-picking:
spot the odd one out:
Cooper
Cobbler
Hat shop
Hint it's the milliner! Of course there is an argument for consistency the other way too.

Pity we don't have mercury then we could have"Mad Hatters".![]()

Its not on the same building path. Its connected to the Castle mod that Afforess made.
Doesn't mean we can't tweak it. Or create a Cannon Turret to replace it. That would tie up everything with a little bow on top. I'll post that in the new buildings thread.
True. But if you make an improvement for it I think it should still be linked to the Castle. OR possibly have the castle upgrade into like a Star Fort.
True. But if you make an improvement for it I think it should still be linked to the Castle. OR possibly have the castle upgrade into like a Star Fort.
An upgrade for the castle would be great.
I haven't finished the idea yet, but here is what I am going to try and create:
- At Gunpowder, Cannon Turret replaces Ballista Turret.
- At Metallurgy, Star Fort replaces Castle.
Star Fort would be good up to Explosives.
I was looking through the Civilopedia and playing a Transhuman-era game and I noticed there are some buildings that don't seem to obsolete when they should. I would like to propose the following:
Apiary
Obsoletes at Vertical Farming.
This matches up with obsoleting all the Farm buildings.
Butchery
Obsoletes at Cloning.
This matches up with obsoleting all the Animal buildings.
Expressway
Obsoletes at Skyroads.
This matches up with obsoleting all of the other buildings related to travel on ground roads.
United Nations
Obsoletes at Galactic Federation.
There is a Federation of Planets mentioned in the Strategy text for Galactic Federation that I think will cover this.
I have been re-thinking the farms (both animal and crops) and wondering if they should en go obsolete. Originally they were made to go obsolete because Afforess said they should. However this is not RoM/AND anymore. With so many buildings going obsolete at once I wonder if they should ever go obsolete.
Then again at what point would farming not be viable anymore?
I have been re-thinking the farms (both animal and crops) and wondering if they should en go obsolete. Originally they were made to go obsolete because Afforess said they should. However this is not RoM/AND anymore. With so many buildings going obsolete at once I wonder if they should ever go obsolete.
Then again at what point would farming not be viable anymore?
BTW, it doesn't appear to me that we've fully solved a previous issue with defenses... it still appears to be that all defense bonuses still only apply to troops without high-explosives. Shouldn't we create some additional defense tabs for non-obsoleting defense bonuses and update our buildings to it accordingly?
There should be defensesespecially aigainst HE units. Star forts for example, or some future shielding system.I think Vertical Farming actually fits as a shorthand for "we're not farming the land any more". Hydroponics (for plants), Aquaculture (for Fish) and Cloning (for meat) also fit the bill for me.
Do you think map resources should go obsolete? Such as if you grow meat in a lab why do you need cow or pig resources?
Note this would probably create havoc with the Culture Wonders what depend upon resources.
Could I do it? I have some good graphics in mind. Or at least collaborate on it?

in this case. And cost less hammers if you run burgois or patrician.