Existing Buildings Discussion

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Like I said above a have a bunch of units read for cultures. However some more original cultures don't have units yet. I also have said that I am not adding those until we finish the set we are currently working on. Alex Costa asked what other one I was working on. Infact it has been posted for months now.

Well any units you have feel free to post, I don't have much else to do C2C-wise aside from the Tech Commerce stuff.
 
Sure. After we finish doing the aircraft stuff. I will try to post more soon. I have been busy.

Sure. After I get the Tech Commerce Modifiers done I'll be taking a break for Christmas, but after that I'll have plenty of C2C time to work on new units.
 
Not sure if it been brought up. But the forbidden city, shouldnt it be a world wonder not a national wonder and another building take its place?
 
Not sure if it been brought up. But the forbidden city, shouldnt it be a world wonder not a national wonder and another building take its place?

Historically there where Winter Retreats and Summer Retreats where from the nation could and would have been ruled from but the Addition of more palaces and Governmental centers could lead to Cash overflow problems (having loads and loads of cash)

Good idea but i'm a bit split about it one hand sounds cool but on the other hand could create balance issues
 
Not sure if it been brought up. But the forbidden city, shouldnt it be a world wonder not a national wonder and another building take its place?

Yes, we do like to make uniquely named buildings World Wonders, but the Forbidden palace has been a civ staple for over 10 years now as a NW that acts as a second capital, so I'd like for it to remain that way.
 
Another redudancy at Naturapathy. The Nature Cult building requires Druidist religion. So why not move it to Druidism?

I suggested a long time ago to set all Religion Buildings to require their Religion Tech too. As it is now only one person needs to research a religion, anyone else even when not having the religion tech, can build the specific buildings for that religion anyway as long as the religion is present in their cities (and they have the other techs needed for it).

I'd think it would be more realistic as well as good for game play to have all religion buildings and units also require their religion tech. If you want the benefit of a religion spread into your cities you also need the religion tech, not just having had it spread randomly to your cities.

Cheers
 
Can someone please help me with why one particular city of mine can't build an augur - or a market or a bazaar. I need to build something that can be worked by a specialist (there is a Trading Post but its slots are already filled). But there are only 6 or 7 buildings total which come up as 'constructable'. See attached save if that will help - city is Carib in the far south-west.
 

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I just don't see a problem at all. :dunno:

I can build the 3 buildings you wanted. In fact you have a Ton of early bldgs that Need to be built for the Gold/Hammer/food/culture instead of worrying over a specialist that needs to be changed back to working a tile.

Build the Rope Weaver, Bone worker hut, Wood carver, Mausoleum, Hunter's camp, Horse farm, Shipwright, Dog breeder, etc. before I'd worry about a specialist.

Maybe your real problem is how you have your build list settings?.

I don't see a problem or a need for the specialist in that city right now. The city needs it's base production built up 1st. Get those Mounted units going thru the Horse farm you are neglecting.

Your Gold deficit is self inflicted.

JosEPh
 
I can build the 3 buildings you wanted.

If you're not interested in answering my question, why even reply to it? My question was: why can't I build them? Perhaps there's some filter on that I'm not aware of. The buildings are there in Ravenna, say, but not in Carib.

ETA: Carib, Yayoi, Kufah and Basra have around 7 buildings available to build. All other cities have 70ish.
 
Can someone please help me with why one particular city of mine can't build an augur - or a market or a bazaar. I need to build something that can be worked by a specialist (there is a Trading Post but its slots are already filled). But there are only 6 or 7 buildings total which come up as 'constructable'. See attached save if that will help - city is Carib in the far south-west.
I loaded it and with my settings for BUG i am able to build the augur without any problems.
So check your bug options and / or your building selection in the city.
 
I loaded it and with my settings for BUG i am able to build the augur without any problems.
So check your bug options and / or your building selection in the city.

Thanks for your help. It was one of the filter buttons in the city screen.
 
For Europe Catalan and especially Sinti/Roma and Moors (Middle East/African?) would be interesting choices I beliieve.
 
The Replicator Plant produces 6 Replicators. But the plant is just a normal building so you get tons of Replicators in your world. I suggest to either reduce the Replicators per plant to 1 (my preferred solution) or make the plant a national wonder.

Another issue: The Temple of Amun and the Hellenic Tempel need Sculptures as prerequisite (and more buildings and wonders). The Sculptor´s Workshop goes obsolete with Realism. I have Kemetism as state religion and in my later game I can´t build my temple anymore. I solved this by trading in Sculptures from a far behind civilization. It is difficult to understand though, that Sculptures shouldn´t be available in a modern world. I´d suggest to either make the workshop not go obsolete or have a modern building, e.g. called a Sculpture Factory. I have seen such a factory in Vietnam that produces huge number of statues etc. out of marble with modern tools (and a huge amount of stone dust, surely not healthy!).
 
The Replicator Plant produces 6 Replicators. But the plant is just a normal building so you get tons of Replicators in your world. I suggest to either reduce the Replicators per plant to 1 (my preferred solution) or make the plant a national wonder.

Another issue: The Temple of Amun and the Hellenic Tempel need Sculptures as prerequisite (and more buildings and wonders). The Sculptor´s Workshop goes obsolete with Realism. I have Kemetism as state religion and in my later game I can´t build my temple anymore. I solved this by trading in Sculptures from a far behind civilization. It is difficult to understand though, that Sculptures shouldn´t be available in a modern world. I´d suggest to either make the workshop not go obsolete or have a modern building, e.g. called a Sculpture Factory. I have seen such a factory in Vietnam that produces huge number of statues etc. out of marble with modern tools (and a huge amount of stone dust, surely not healthy!).

Thanks for reporting the Replicator Plant and Sculptors Workshop. I fixed them and pushed to the SVN. :goodjob:

Until there is a Sculpture Factory I just removed the obsolete tech.
 
Well I think both were reported before, but I just forgot about them. Thanks for reminding me since they were easy fixes.

Well not counting the Sculpture Factory to make. Note that if I do make it I think I will move the obsolete tech of the Sculptors Workshop to 3D Printing tech instead of Realism tech. That should give one more than enough time to make a Sculpture Factory before it goes obsolete.
 
Well I think both were reported before, but I just forgot about them. Thanks for reminding me since they were easy fixes.

Well not counting the Sculpture Factory to make. Note that if I do make it I think I will move the obsolete tech of the Sculptors Workshop to 3D Printing tech instead of Realism tech. That should give one more than enough time to make a Sculpture Factory before it goes obsolete.
I guess the text in bold should read "Sculptor´s Workshop".

Another thing: Could you please make the Farmscrapers 1 to 3 not depend on each other? It really should not matter which one you build first but to build them all can be handled much easier if you can put them on a build list at once. Just to reduce micromanagement...
 
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