New Patch - Deleting Buildings

WileyWilson

Chieftain
Joined
Oct 19, 2010
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81
Location
UK
Hey
Anyone sussed out this baby yet?

GAMEPLAY
* Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).

I've bought (rather than built) a monument in my capital, and I could not figure out how to sell it again. I presume it is from the City screen. I also tried the Economic screen.

Cheers
Wiley
 
It's in the City screen, go to the right hand side with the list of buildings and click on the building icon. You'll get a dialog with Yes/No, the amount of gold you'll get and the amount you will save per turn.
Hope that helps.
 
I was wondering what buildings in particular you guys thought would be good for selling and in what situations?

Obvious ones that stand out are things like:
-Stables when you stop using mounted units
-Maybe workshops and such once a city has other buildings completed.
-Buildings like Factories that consume a resource, in the event that you lose that resource or need it elsewhere.
-A Circus once more efficient forms of building happiness are available (it's three gold maintenance for three happiness)
-Research buildings once you're on Future Tech, if you don't care about Future Tech.
-And what else?
 
Ah, good call. I always hate building walls until the enemy is near, because I don't like the idea of having to pay for those walls continually over the next 1000 years.
 
Science buildings can go after they are no longer needed as well. It's happened to me in a few games.
 
Once you Annex it... every building a puppeted city wasted your money on? :)

(Assuming you didn't just raze it right out of the gate.)
 
- A Circus once more efficient forms of building happiness are available (it's three gold maintenance for three happiness)

Happiness stacks so I would never delete a circus. It's a bonus building and bonus happiness if the city is able to build it. I'll take all the happiness I can get.

:) > :commerce:

Other than military and defensive buildings, the only other buildings that I would potentially view as expendable are production buildings if I've determined that the city is going to cease production and focus on wealth or research.

I.e. A windmill built early on to help build the city faster is less valuable late game when I am spot building.
 
Once you Annex it... every building a puppeted city wasted your money on? :)

(Assuming you didn't just raze it right out of the gate.)

Good news, part of the new patch includes a tweak to puppet city AI where they won't build things like Barracks and such, apparently.
 
Good news, part of the new patch includes a tweak to puppet city AI where they won't build things like Barracks and such, apparently.

Yeah, I saw the somewhat vague wording in the patch notes... I haven't looked at it again but something about a "puppet city strategy geared toward gold?" It seemed like a strange choice of words - I assume it's a behind the scenes mechanic that causes puppet cities try to produce more money by default, but it was one of the changes that I figured I'd have to see in-game. Have you, yet? I'm curious as to how it works.
 
I haven't played with it yet, but talked to two people who did, and said that puppet states didn't appear to be building arsenals or military academies and the like. I'm guessing that it was just a tweak in the AI so that they only focused on economic buildings.

e: I haven't played yet because I can't load a saved game, even a newly created one. It's an issue 2k Games is working on, but I can't really play a game of Civ in a single sitting, so not much motivation to boot it up.
 
I haven't played with it yet, but talked to two people who did, and said that puppet states didn't appear to be building arsenals or military academies and the like. I'm guessing that it was just a tweak in the AI so that they only focused on economic buildings.

Yeah, that's what I was assuming, too. I still think it'd be nice to have some very basic control, like on a city governor level - you ARE the puppetmaster, after all - but at least this is a step in the right direction. Fewer cities may be burned to the ground as a result. :lol:
 
As long as you've built the building before you lose the resource it keeps providing its bonuses even when you have required resource -1.

Yes, but if you have 10 coal, and 5 factories and 5 ironclads. Then you lose 5 coal, you might want the ironclads more. That's all I was saying. Again, not something that's happened to me, but I can imagine a situation where it would be a good idea.
 
Yes, but if you have 10 coal, and 5 factories and 5 ironclads. Then you lose 5 coal, you might want the ironclads more. That's all I was saying. Again, not something that's happened to me, but I can imagine a situation where it would be a good idea.
True!
I've never used ironclads, never will :D
 
I was in the middle of a naval war, and we both had frigates. I was still a ways off from Destroyers, so Ironclads were really the only way to get a leg up. Frigates fighting frigates are dumb battles because they take a lot more damage than they deal.
 
Ironclads are pretty useless. It's better to build 10 factories and then use that production to build more frigates with unused iron (no unit should really be using iron at this point I think) then to use ironclads which are underpowered AGAIN.
 
It was a time issue. I rush built a couple of Ironclads, but I agree, there's basically no reason to ever use Ironclads unless you're in a very, very peculiar situation, like I was.
 
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