Manually hiding buildings?

Unmei

Chieftain
Joined
Nov 10, 2005
Messages
44
Greetings!

Currently trodding along in my first proper playthrough of the mod and I was wondering if there is a way to manually hide buildings from the construction options?

Ever since the prehistoric era I've deliberately avoided building certain structures to keep pollution and flammability under control, but now that I've hit the industrial era there's so many building options (mostly factories) that I don't necessarily want to build in every city that it's becoming a little bothersome. Two or three buildings in a list isn't really a problem to scroll through, but when you have 20+ icons clogging up the interface it becomes quite tiring to have to scroll down constantly. Especially since the UI has a tendency to scroll back up to the top whenever you select a building to queue up.

I know there's an option to automatically hide buildings that are obsolete and/or you don't meet the requirements for, but is there a way to make something of a custom list perhaps?

Thanks!
 
My wife has long wanted this too. But no, there's no option for that and nobody on the current team has the skill to make such an option.

I don't get it though... there's only about 3-5 buildings or so I won't build usually.
 
That's a shame, but understandable. Thank you.

And perhaps I'm just being paranoid or not understanding the flammability mechanic well enough, but it seems to me that building all the different factories for goods seems a bit of a risk when you only really need a small handful of them to get all you need. If produced resources were actually consumed by other buildings and/or units I could understand having more than 2-3 of each type, but right now having 20+ of the same type of resource only means your empire will end up drowning in smog and fire, unless I'm missing something, which is entirely possible considering the scope of the mod.
 
Ah... I haven't made it to modern era recently... you're probably right it's best to ignore a lot of buildings by then. That's another design flaw in itself.
 
Even though you have this Big list of factory types the Author of these did not intend for every city to build one, just like the Smelters and associated smithies and such. But he did not put any real restrictions on how many could be built in an Empire. And as Thunderbrd posted, a design flaw that was overlooked in the process.

There is a way to "build" a build list by using the Hammer Icon on the Main screen up next to the BUG Icon in the upper left of Main screen. Perhaps this might help you?
 
I did start some work on the idea of reducing the number of cities that could have the medieval/renaissance upgrade versions of the ancient buildings and then the factories. I did put it in game in v36 for the medieval/ren buildings but did not get any feedback on if that was what people wanted, so it sort of died. Mostly it was just using the BtS standard method of requiring 3 of the older buildings to be able to build one of the more modern buildings. Eg a 3 Basket makers are required for the Basket maker "Guild" and 3 Basket maker Guilds are needed for the Basket Factory. In each case the old did not go obsolete nor was it replaced by the new.

The problem with that method is that it is rubbish for small nations. IMO it would be better if there was just 1 required for the first building 4 for the second, 7 for the third etc. That way you could still get access to the resource produced.
 
The problem with that method is that it is rubbish for small nations. IMO it would be better if there was just 1 required for the first building 4 for the second, 7 for the third etc. That way you could still get access to the resource produced.
Furthermore, it would probably be better to let those earlier ones go ahead and be completely obsoleted and have specialized factories require (1/4/7 etc... as you proposed) 'generic' factories.

This would take some new tag work I think but would be worth it. If we don't let the earlier forms completely obsolete, we don't get the opportunity to diminish their role. Also, it would seem like there's a difference between being able to provide local resource access alone (and perhaps access for cities directly on trade routes). This sorta gets back to the volumetric resources discussions.

This IS a growing need to deeply consider how to make these factors work. I don't think we'll have a good industrial + game without resolving these matters. Largely because corporations start becoming a big part of the game and at the moment there's been basically no work done to balance these entities out at all. This is something my wife wants to work on but we've got more serious problems with how to restrict the amounts of manufactured resources before we proceed into that design stuff.
 
Just being curious... what era is most complete, that its done like it should be.?
Prehistoric? Ancient? Classical?
 
Furthermore, it would probably be better to let those earlier ones go ahead and be completely obsoleted and have specialized factories require (1/4/7 etc... as you proposed) 'generic' factories.

This would take some new tag work I think but would be worth it. If we don't let the earlier forms completely obsolete, we don't get the opportunity to diminish their role. Also, it would seem like there's a difference between being able to provide local resource access alone (and perhaps access for cities directly on trade routes). This sorta gets back to the volumetric resources discussions.

This IS a growing need to deeply consider how to make these factors work. I don't think we'll have a good industrial + game without resolving these matters. Largely because corporations start becoming a big part of the game and at the moment there's been basically no work done to balance these entities out at all. This is something my wife wants to work on but we've got more serious problems with how to restrict the amounts of manufactured resources before we proceed into that design stuff.
The requiring of 3 of the earlier buildings to be able to build one of the later ones means the earlier ones can't go obsolete. The alternative I was thinking of would borrow an idea from Pie_AT's mod, each city would be classified as a village, town, city or metropolis and base how many of the guild and factory buildings off of the number of those. Now I would use the Admin buildings myself but you would probably want to use a auto build set instead. a city is a village until size 6; a town from 6 to 13 and so on. Note for this to work the auto building for a town must not obsolete the auto building for a village so a city would count as a city a town and a village for the purposes of these buildings.

The main problem with all this is that you need a different way to make buildings go obsolete. Having them go obsolete by a tech means you could possible loose all access to a resource because you are busy on other important things like a war and don't get to build the up grade building before old goes obsolete. Having them replace may sort of work if the old also starts to loose some of its benefit over time...
 
Currently you can already run out of resources if you forget a factory before industrialism when the workshops go obsolete. It can be a bit of a chore what type of factories you still need while the workshops still work and you spread the factories over 20 cities.
 
Just being curious... what era is most complete, that its done like it should be.?
Prehistoric? Ancient? Classical?
None. If you are looking for a "completed mod" you won't find it here.

Every Project (and there are multiple yet to be done) that gets added causes every Era to need adjustments. If you have followed this mod for any length of time you would see and know this. This is a 9+ year Alpha staged/phased Mod. Before I became part of the Team I was considered a "beta" tester. But the truth was I was an alpha tester.

Which Eras are closer to their intended goals, Prehistoric up to Medieval. But even Prehistoric has a Project lined up waiting for it, the Nomadic Start Project.

Adding in pepper2000's modmod is a Major ongoing project for the end/late game. And it's taken years to reach this stage.

So now with it still being added in we start combing out the tangled mess every project creates to game play and balance.
 
None. If you are looking for a "completed mod" you won't find it here.

Every Project (and there are multiple yet to be done) that gets added causes every Era to need adjustments. If you have followed this mod for any length of time you would see and know this. This is a 9+ year Alpha staged/phased Mod. Before I became part of the Team I was considered a "beta" tester. But the truth was I was an alpha tester.

Which Eras are closer to their intended goals, Prehistoric up to Medieval. But even Prehistoric has a Project lined up waiting for it, the Nomadic Start Project.

Adding in pepper2000's modmod is a Major ongoing project for the end/late game. And it's taken years to reach this stage.

So now with it still being added in we start combing out the tangled mess every project creates to game play and balance.
So there is no hope for true balance until we stiop adding mechanics/techs/buidings/units en masse :p
Wonder, if there are any plans of adding new techs until lets say we have 1000 techs in tree :p
Original civ4 techtree had only 100 techs.
No wonder you cant keep balance, because winds of change keep swaying whole tree so hard :mischief:
Best way would to have x economy megabuildings just like Peppers late game economy buildings - these are Cislunar/Solar/Galactic/Universal/Metaverse Economy buildings, if I remember correctly.
These megabuildings would gate buildings like bottleneck techs gate tech tree.
 
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So there is no hope for true balance until we stiop adding mechanics/techs/buidings/units en masse :p
More or less yes.
Wonder, if there are any plans of adding new techs until lets say we have 1000 techs in tree :p
Already 924 plus about 1/2 dozen yet to be made and set as gateways for the new Eras.
Best way would to have x economy megabuildings just like Peppers late game economy buildings - these are Cislunar/Solar/Galactic/Universal/Metaverse Economy buildings, if I remember correctly.
These megabuildings would gate buildings like bottleneck techs gate tech tree.
Something you could discuss with T-brd.
 
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