Where has the school of rhetoric gone?It used to be the only thing you get with Oratory, now you get nothing...
Quick question - what buildings store food after growth? I've found Storage Pit, Shaman's Hut, Granary, and Modern Granary, but was wondering if there are any more. Alternatively, if there is a quick way I can search this kind of thing myself, please let me know.![]()
There is a bit of code (exe) that could be used to looks at all buildings and get the information you want but it is not documented fully. See here - I have updated the link in the Modders Guide also.
It's worth mentioning though that the filters in the city screens have no selection to pull these up. We're also missing a 'trade' benefiting building filter. I LOVE this filtering feature but those are 2 areas overlooked currently that make it tough to use optimally. I'm wondering if the AI overlooks those areas too as a result - do those kinds of buildings show up on ai priorities at all? They are pretty important. The food storage buildings used to seem to be designated as 'food' buildings for the ai so perhaps the filtering works different for players than it does for establishing ai priorities.
The only other issue with it is that filters sometimes overlooks buildings that are clearly of their particular filtertype... I'm wondering how it manages to do this but I haven't looked at the method AIAndy has employed there enough to get an understanding of the issue.
As Koshling mentioned this is entirely separate code from the AI.It's worth mentioning though that the filters in the city screens have no selection to pull these up. We're also missing a 'trade' benefiting building filter. I LOVE this filtering feature but those are 2 areas overlooked currently that make it tough to use optimally. I'm wondering if the AI overlooks those areas too as a result - do those kinds of buildings show up on ai priorities at all? They are pretty important. The food storage buildings used to seem to be designated as 'food' buildings for the ai so perhaps the filtering works different for players than it does for establishing ai priorities.
The only other issue with it is that filters sometimes overlooks buildings that are clearly of their particular filtertype... I'm wondering how it manages to do this but I haven't looked at the method AIAndy has employed there enough to get an understanding of the issue.
just a quick question, why do the adminstration buildings ie village hall create crime???? is it because of curroption??? but the whole point of adminstration is to make laws not break'em![]()
As far as I can tell it is because they make existing crime visible. Which means that Newspaper, radio and TV buildings should also create crime.
I agree with anunknownman that crime from administration buildings is just counterintuitive...
Furniture Factory is worse than the building it replaces.
Leather Factory is also worse (production bonus).
Supermarket is worse than the building it replaces.
The Landfill is just not worth it: Its downsides are so strong (+1 , -5 , flammability, air and water pollution malus) that its boni are way too small. It should have at least 10 and probably a gold bonus, too.
The Montreal Biodome is said to "span an animal every 5 turns" but nothing happens.
The Capital Administration comes later than the Metropolitan Administration, that means that the capital reaches radius 3 later than other cities - doesn´t make sense to me.
The Landfill is just not worth it: Its downsides are so strong (+1, -5
, flammability, air and water pollution malus) that its boni are way too small. It should have at least 10
and probably a gold bonus, too.
@Hydro please remove your force over write on the Pharmacy or get it to match what is in Orion Veteran's Health care Mod.