Dancing Hoskuld
Deity
I find it funny that you refuse to have basic buildings that people may want in their city to protect them and then complain that because there are only good stuff it is too good.

So that would be a permanent modifier in that city that would exist for as long as the city exists so after a while you'd want to abandon all your cities and rebuild them?
Furthermore this is taking away the point for those who are FOR the whole autobuild on tech concept which is to reduce the amount of buildings one must queue while at the same time harming one of the major points for having NO autobuilds in the most direct way possible - causing cities to graduate faster!
It's not going to hold back the steamroll if we can't make new city planting's a costly and somewhat risk filled investment. If they come into play with a head start on anything it's going to support national growth and growth stability. This would not be so bad if it were limited so some selectable options and added some interesting decisions to gameplay.
I am finding it interesting that my Free Buildings mod has been changed because people don't like what is in yours.![]()
In summary, my argument is to make no free buildings apply to the main mod at all, but I'll work on getting it setup as a Settler's unit ability with promos to support it. The free past a tech concept, imo, simply takes too much out of the player's control no matter how it's applied.
Either that and/or I can add a gameoption that allows players to turn the free buildings off and then y'all can figure out whatever you want to do with the mechanism's application.
@DH & TB
Well do you guys think that the YIMBY should be put in the MyMods(Unloaded) too and have it be a totally optional setting that one would need to turn on themselves to make work?
With regard to free buildings. The concept RI uses is National Wonders. In the later stages of the game certain techs allow you to build a NW. When built the NW gives a specific free building i.e. 'Ministry of Agriculture' NW provides a Granary etc. to any existing city that does not have one. Also all new cities now get it as a free building.
The player and AI has to choose wether to build the expensive NW or other cheaper builds. It seems to work in RI.
Yeah that method works when you have a small amount of buildings but C2C has a HUGE amount of buildings and making a national wonder for each would be crazy.
True - a one NW per building may be crazy. But what stops you providing more than one free building when you build a NW?
Example A NW-Agriculture could auto-build 5 or 10 earlier buildings. Maybe those that are 2 or more era's behind.
Using that approach will need more than one Agriculture type wonder, as you progress through the era's. So that they add the correct free buildings.
But IMO - is better than getting lots of free buildings the moment you found a new city.
If you mean delete from the city Ctrl-A in the city opens the demolish panel.
If you mean in the mod, sure. The free buildings are not even on unless you add them via the mlf control panel. Turning the 0 under My_Mods(Unloaded) to 1.
The whole point of having a My_Mods and a My_Mods(Unloaded) folder was that you could activate a module by moving it into My_Mods and deactivate it by moving into My_Mods(Unloaded) as there is no MLF in there.
The whole point of having a My_Mods and a My_Mods(Unloaded) folder was that you could activate a module by moving it into My_Mods and deactivate it by moving into My_Mods(Unloaded) as there is no MLF in there.
We should probably turn on the My_Mods folder then since it's now correctly empty.