Monestary buildable anywhere 9.1

Beelzibub

Chieftain
Joined
Nov 22, 2001
Messages
62
Location
England
I'm currently playing 9.1 with infoaddict CS diplomacy and R.E.D mods enabled.
I installed 9.1 through the mod browser.

I can build monestaries in all cities, regardless of if there is wine or insense in their city radius. I do however have access to both resources in my empire.

I'm also experiencing a crash issue on about turn 160 but I'll investigate further before posting about that.

Actually I've just noticed that I can build mints anywhere as well.
 
I can confirm this. I can build monasteries and mints anywhere as well and I also noticed that when I was playing as Babylon that I was able to build a Terrace Farms which, considering it's the Incan UB, I shouldn't have been able to do. The graphic for it was messed up though when the computer was suggesting it on the plot. It was just a little red and white checkered box.

I've also encountered crashes in two games now that I can't get around. Anytime I hit the same turn (presumably some type of event is happening) it crashes my game. One game it happened somewhere around 270ish and the other it happened at turn 173 I believe.
 
I can confirm that my crash is game breaking and can't be avoided. Haven't had any issues with crashes since 7.4 so I'm guessing its caused by something thats changed recently. Although I have only been using the R.E.D graphics modpack recently so I guess that could be causing a conflict.
 
I'm currently playing 9.1 with infoaddict CS diplomacy and R.E.D mods enabled.
I installed 9.1 through the mod browser.

I can build monestaries in all cities, regardless of if there is wine or insense in their city radius. I do however have access to both resources in my empire.

I'm also experiencing a crash issue on about turn 160 but I'll investigate further before posting about that.

Actually I've just noticed that I can build mints anywhere as well.

There was talk about making the mint and monastery available in all cities, like the stables and the iron/coal production building. I presume this was implemented but not documented.
 
I do hope this gets fixed. As is, careful policy choosing so that I can get 4 free Opera Houses no longer works, as cities are rewarded Monasteries instead.
 
  1. The change to Monastaries and Mints is indented but accidentally undocumented. It solves a problem where a tile expanded to by a big-culture city might be in the workabable radius, but not count as a "nearby resource" for that city, instead belonging to a smaller neighboring city that did not claim the tile. These buildings are rather weak without the resources nearby, but can be mildly useful for various purposes (like if we run out of things to build), so I decided the increased availability should be okay.
    .
  2. If you're encountering a repeatable crash in midgame, please post a zip containing your /mods, /cache, and /moduserdata folders, plus a savegame from shortly before the crash occurs (if you can identify the turn). :)
    .
  3. I started a game as Babylon and terrace farms were not on the tech tree or worker build panel post-Construction. Do you have the Incan DLC? It's difficult to do testing of games without it, so if you don't have it that will help narrow down the problem. If you do have the DLC, look over the Common Checklist. If nothing there works, please start a thread for the issue here in this Bug Reports forum.
    .
  4. The free-culture-buildings effect is very problematic, so I think I'll replace it with a reverse-engineered one. I've put it on my todo list. As a temporary workaround in your specific game, you can replace the monasteries with Opera Houses in the tuner. This way you can continue your game as it's intended. :thumbsup:
 
Thal,
First of all, thank you for all of your time to make this worthless game playable again.
I've noticed that monasteries and mints are buildable everywhere. Do they provide benefit without the resource?
The main problem with them is that AI puppets build mint then monastery if it's late medieval. They also like making stables even when there are no cattle or horse around.
I usually have to intervene and take the culture/happy hit to annex.
How do I replace the monasteries with operas as mentioned above?
Geoff in Texas
 
Mints give 2:c5gold:, plus 2:c5gold: per resource, and Monasteries do 2+2per with culture. I patterned this off Granaries' 2:c5food:, plus 1:c5food: per resource. Mints have no maintenance cost so the only downside for puppets building it is the time spent. Monasteries do cost 2 maintenance for the 2 culture, but that's about equal cost-effectiveness to a Temple, so it's not too bad.

As for stables/forges, I'll admit those aren't useful, but to my knowledge the only way to block it from puppets is if we had access to the game core (where Firaxis "disabled" barracks and such for puppets).

To change buildings in a city:

  1. Open the tuner's Selected City tab (tuner info is here).
  2. Select a city.
  3. Click buildings on the "Buildings" list to add/remove them.
I'm in the process of replacing the buggy vanilla free-culture-buildings policy, and should have it in for the next version.
 
Mints give 2:c5gold:, plus 2:c5gold: per resource, and Monasteries do 2+2per with culture. I patterned this off Granaries' 2:c5food:, plus 1:c5food: per resource. Mints have no maintenance cost so the only downside for puppets building it is the time spent. Monasteries do cost 2 maintenance for the 2 culture, but that's about equal cost-effectiveness to a Temple, so it's not too bad.

As for stables/forges, I'll admit those aren't useful, but to my knowledge the only way to block it from puppets is if we had access to the game core (where Firaxis "disabled" barracks and such for puppets).

To change buildings in a city:

  1. Open the tuner's Selected City tab (tuner info is here).
  2. Select a city.
  3. Click buildings on the "Buildings" list to add/remove them.
I'm in the process of replacing the buggy vanilla free-culture-buildings policy, and should have it in for the next version.

I don't think there really is a reason not to disallow Stables, Forges etc by reintroducing the local resource requirement.

In general, the only building I am a fan of losing its location requirement was the garden. The mint, stables, forge, and monastery all seem to follow the same pattern: The AI is too damn stupid not to build these even if the production/turn cost is beyond its value. In every other case, save the Mint and Monastery, and even then once every other building is built, do I ever build these without generally following the local resource rule.

Overall, i think this is a case where the value added (a couple extra gold, culture, per city) from the change is far less than the value removed (due to AI idiocy and further diminishing city placement).
 
I don't think there really is a reason not to disallow Stables, Forges etc by reintroducing the local resource requirement.

But remember that requirement was removed so you don't get stuck with a bunch of cities that can't build those possibly useful and important buildings because the core game credited the resource to a different city.
 
I understand that was part of the thought process. The problem once again lies in whether the resolution created too many other problems in its wake.
 
Back
Top Bottom