Obsolete means what?

podraza

Warlord
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Oct 29, 2005
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Could somebody please tell me the ins and outs of "obsolete"

In a recent game my obelisks became obsolete with calendar. It seemed that this meant

1. I couldn't build them anymore
2. Existing ones continued to give culture.

Is that all there is to it? You can't build new ones (of whatever went obsolete), but old ones retain their full functionality?

But that can't be true, because Wonders go obsolete and they can't be built again anyway. So what's going on with this?
 
It means they lose everything, except their culture generation.
 
Datian said:
It means they lose everything, except their culture generation.
That is correct, and so becoming obsolete has no apparent affect on obelisks as adding culture is all they do.

If we take other buildings, and especially wonders, then any bonus that they give, such as an increase to science or happiness, stops being applied as soon as they become obsolete. However, any culture they were producing still gets produced as the building itself is considered impressive enough to inspire awe and wonder in the local populace.
 
What about when does it get Obsolete?
When anyone researches the Obsolution Tech or when *you* do?
 
Furs and Ivory? If its obsolete for ME, I still dont seem to be able to trade it to a technically slower neighbor.. It effectively vanishes? That doesnt seem right to me... unless its rationalized that obsolete "in that case" means the thinning of those resources as well as replacement by modern materials such as textiles.
 
I think it's because people in your civ eventually believe that killing for furs and ivory is inhumane and morally reprehensible, as many people believe today. Thus, they refuse to use them or deal with them in any way.
 
Chrono285 said:
I think it's because people in your civ eventually believe that killing for furs and ivory is inhumane and morally reprehensible, as many people believe today. Thus, they refuse to use them or deal with them in any way.

Nah, with Combustion, the pollution from your oil makes the Whales dead or that you no longer need to use the fuel from Whales to make your stuff better.

With Plastics, you can make your own synthetic materials made of plastic instead of using Furs. Nothing about moral issues here, it's about the level of technology. Industrialism makes Ivory obselete because you can make stuff with other materials instead of Ivory. Moral issues: pfffttt!

I hate it when Monasteries go obselete. That means I can't spread missionaries around in new citites unless I go to the high upkeeping Organised Religion civic. It doesn't really matter anyway because I give up spreading religion early after I get Islam and/or I go to Free Religion
 
MrCynical said:
It's when you get the obsoleting tech, it doesn't matter when others get it.
This may have a practical use, which could work fine intheory - but I never experienced it.

You could give "poisoned gifts" to the AI, that is technology that makes their favorite wonder or building obsolete.
The idea is that I never saw AI refuse a gift.

But indeed it is a little ambiguous what disappears and what remains after a building or wonder becomes obsolete. "Just the culture" is not the full answer here, for instance existing "obsolete" monasteries still build missionaries though you cannot build new monasteries.
 
Gigi Duru said:
You could give "poisoned gifts" to the AI, that is technology that makes their favorite wonder or building obsolete.
The idea is that I never saw AI refuse a gift.
I heard about this thing. Before Civ4 came out, there were a lot of discussions if the AI from a screenshot offered someone Calendar just to make a wonder obsolete... (I forget which one) Appereantly the AI has some smart moments...

And if you didn't build a wonder but got the tech to make it, you can't build it any more.

BTW, Durule, nice weather in Bucharest right now...


Edit: :lol: That wonder was actually exactly the one that gives Obelisks (Stonehenge maybe?) :lol:
 
No matter how poisonous the gift is to the AI, I still see giving technologies away as a way for the AI to advance as far as me. That's why I don't have tech trading on, so I don't get uncivilisedadvanced cretins Civilizations asking me for techs either in tribute or asking for help. Why should I give them a pathway to conquest for free? Why should I even give them the pathway. That's why I have no tech trading. Makes nicer relations with the rivals, so they don't have the ugly spots saying "You didn't give us help" or "You gave us help"

The wonder that gives out monuments is Stonehenge, quite a good wonder for anyone to build
 
Datian said:
It means they lose everything, except their culture generation.
Not sure about Warlords, but in the latest patch before the expansion I believe they changed it such that obsolete buildings still yield GP points as well as culture.
 
And don't forget monasteries. Once obsolete, you can's build new ones, but you can still build missionaries in the already built monasteries. This paradox has been confounding me ever since I picked up the game.
 
_alphaBeta_ said:
Not sure about Warlords, but in the latest patch before the expansion I believe they changed it such that obsolete buildings still yield GP points as well as culture.

This is still true in Warlords... Obsolete buildings still yield both culture and GP
 
Yea, its confusing sometimes. Im currently poking through a game as Spain, in Warlords. Their UB is Citadel which replaces the castle.. It gives DB addition, plus the trade route and culture. Also gives a bonus -50% damage from bombardment and act as +2 barracks for siege units.
Economics will stop the trade route, gunpowder unit will obsolete the DB and the +1 culture will stay from now on... Im curious to find out about the other "special" attributes. Havent gotten that far yet. Will it help against fighter bombardment? Will arty get the +2 xp? etc........
If those dont obsolete, then this will be a great UB after all!
 
Saint Joseph said:
And don't forget monasteries. Once obsolete, you can's build new ones, but you can still build missionaries in the already built monasteries. This paradox has been confounding me ever since I picked up the game.

What's not to understand?

Monastery: +10% beakers until Scientific Method
Missionary: Requires Monastery or Organised Religion
 
A note for Charasmatic Civilziations in Warlords, you lose the +1 happiness when the monument becomes obsolete.
 
Mathias said:
What's not to understand?

Monastery: +10% beakers until Scientific Method
Missionary: Requires Monastery or Organised Religion
In other words, the ability to build new training centers for missionaries gets obsoleted with Scientific Method. If you acquire a new religion later you'll need to switch to OR to spread it. How about allowing Missionaries with a free speech/free religion combo?
 
And what's really stupid: You can't build castles in Warlords after you discovered
Economics.
Must be a bug, they are supposed to just lose the additional trade route.
 
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