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FUBAR Editor Documentation

Discussion in 'Civ3 - Creation & Customization' started by Ozymandias, Oct 4, 2006.

  1. Quintillus

    Quintillus Archiving Civ3 Content Supporter

    Mar 17, 2007
    Are you using a laptop? I know some laptops require pressing Fn to use any of the F keys; a friend of mine has one of those, but I couldn't buy one myself because it would interfere too much with going to the Civ advisors.

    If you aren't using such a laptop, that's odd. Perhaps another example of what Steph calls Exotic Firaxis Programming.
  2. Ozymandias

    Ozymandias I saw the Great Library burn.

    Nov 5, 2001
    The lone and level sands
    Yep, seriously decked-out laptop. Interesting, though, why that should make a difference.

  3. Bluemofia

    Bluemofia F=ma

    Dec 8, 2003
    Dimension called Elsewhere
    Not sure if it belongs here, but from my testing:
    1. A player cannot create Any Specialist citizens unless if at least one of them they have access to produces positive happiness.
    2. If the game does not have a unit with defense or offense AI Strategy flag checked after a city has finished production and nothing is in the queue to recommend the player, it will crash. The presence of units with offensive and defensive power without the AI Strategy checked is insufficient, and if other entries are queued up it will not crash.
  4. Zefyrinus

    Zefyrinus Regent

    Apr 9, 2008
    I don't know if this has been written down elsewhere, but I thought I'd share here what I've discovered about obsoletion of city improvements. I'm working with a scenario where almost all city improvements can become obsolete, so I'll write down what I've observed so far. What I have changed in these improvements is what the techs make them available, how much culture they generate (this only goes for those buildings that already generated any culture originally), that most improvements don't require another improvement (e.g. the university doesn't require you to first have a library) and, as already stated, that improvements will go obsolete with the discovery of a certain tech.

    If you have a city of size 13 for example, and the hospital goes obsolete, the city will stay size 13 and stop growing. The food box keeps filling up, but once it's full you can see that the city is not growing anymore. You can't have workers join the city either.

    Similar situation as with the hospital. I have also noticed that if you started building an aqueduct before aqueducts became obsolete, you can finish the aqueduct, and it will appear in the city. But it will have no effect.

    Manufacturing plant
    Even after going obsolete, mfg plants will not disappear from your cities. But you can't build any new ones. The ones you have still require maintenance, and I'm like 90% sure that they will keep boosting your production.

    Same thing as the mfg plant.

    Airports disappear completely from your cities, and new air units will be regular.

    New cathedrals can't be built, but the ones you already had stay in their cities. They continue costing maintenance and producing happy faces after going obsolete, but they stop producing culture.

    I only tried to build one university, and it got finished the same turn universities became obsolete. I checked that city, but no university could be seen in it.
  5. Nathiri

    Nathiri Commander

    Oct 7, 2014
    Georgia, US
    Government obsoleting produces some similar results too. Like I found small wonders, all empire happiness carried over, but not local happiness (Pretty sure I remembered this correctly). Maintenance costs did continue no matter what. But if you went back into that government, you could sell it if it was an improvement, which removed the maintenance, and you could switch back to another gov no problem. I had to do alot of testing on this for my mod and I do not quite remember all the flags that did carry over.
    Zefyrinus likes this.

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