obsolete questions

Theov

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No, the questions are not obsolete, they are about (Small) Wonders going obsolete.

So I have these Government Small Wonders in my mod, which can only be built if you're in a government (and lose effect after leaving said government).

Added Government Specific Small Wonders, all 200 shields, except Hillfort, which is 100 shields:
1: Despotism : Hillfort (100 shields) double barbarian bonus and 100% defense bonus for the city.
2: Republic: Circus Maximus, +2 :) in city, +1 :) in every city on continent.
3: Monarchy: Tax office, +5% added to the Treasury - cumulative with Wall Street, +50% tax in city
4: Feudalism: Crusading Order. Builds a Footknight every 5 turns and lowers WW.
5: Fascism: Party Rallies - adds a palace, produces a smoke mortar every 5 turns.
6: Communism: Secret Police HQ
7: Democracy: National Health Care - +2 :) in all cities.
8: Libertarianism: Statue of Liberty - Modern Colossus, allows to grow beyond 12, reduces WW.
9: Theocracy: Holy City - treasury earns 5%, +1 :) in every city.

So, I suspect that the AI likes to build the hillfort (but I don't to be honest, I might remove it, or make it stronger - thoughts?) With them building the Hillfort in depotism and me not, that obviously puts me way ahead if they spend 100 shields on their capital production under despotism and I am not..., but, this also increases their defense bonus in the city, but really if all you have is the capital, it's only a matter of time.
So I am thinking hard of making a way to make the Hillfort stronger. If I make it a tourist attraction, will the money bonus come in even if one changes government? How about the culture that it gives, will that continue? I don't know how to test this in a game, so that's why I ask.
What other things can I do to make the Hillfort more of a value to build? Increase food, commerce, lux, or +1 trade?

I actually want to know what effects go obsolete, and which do not after changing governments.
 
What about ‘builds walls or barracks for every city on the continent’ but you’ve probably got something that already does that.
Maybe the security of the walls or civic pride of a major infrastructure project promotes happiness.
It could produce a Great Leader or an Army unit every 25 turns.
You could reduce its cost and make it a normal improvement exclusive to Despotism.

I know none of these are great but I hope you get some ideas.
 
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No, the questions are not obsolete, they are about (Small) Wonders going obsolete.

So I have these Government Small Wonders in my mod, which can only be built if you're in a government (and lose effect after leaving said government).

Added Government Specific Small Wonders, all 200 shields, except Hillfort, which is 100 shields:
1: Despotism : Hillfort (100 shields) double barbarian bonus and 100% defense bonus for the city.
2: Republic: Circus Maximus, +2 :) in city, +1 :) in every city on continent.
3: Monarchy: Tax office, +5% added to the Treasury - cumulative with Wall Street, +50% tax in city
4: Feudalism: Crusading Order. Builds a Footknight every 5 turns and lowers WW.
5: Fascism: Party Rallies - adds a palace, produces a smoke mortar every 5 turns.
6: Communism: Secret Police HQ
7: Democracy: National Health Care - +2 :) in all cities.
8: Libertarianism: Statue of Liberty - Modern Colossus, allows to grow beyond 12, reduces WW.
9: Theocracy: Holy City - treasury earns 5%, +1 :) in every city.

So, I suspect that the AI likes to build the hillfort (but I don't to be honest, I might remove it, or make it stronger - thoughts?) With them building the Hillfort in depotism and me not, that obviously puts me way ahead if they spend 100 shields on their capital production under despotism and I am not..., but, this also increases their defense bonus in the city, but really if all you have is the capital, it's only a matter of time.
So I am thinking hard of making a way to make the Hillfort stronger. If I make it a tourist attraction, will the money bonus come in even if one changes government? How about the culture that it gives, will that continue? I don't know how to test this in a game, so that's why I ask.
What other things can I do to make the Hillfort more of a value to build? Increase food, commerce, lux, or +1 trade?

I actually want to know what effects go obsolete, and which do not after changing governments.

In my mod, I used alot of gov specific small wonders. In my testing I found some effects and penalties do not go obsolete, others do. Maintenance definitely stays (which is a method that can be used to cripple an economy over time :)). Happy Faces for all cities does stay, but I dont think local happiness does. I'm a little fuzzy on this, since it's been over a year since I was experimenting with this. I thought I made actual notes on some of the effects that do carry over, but I cant find what I did type down however little it was. I think 50/50 on wonder effects do not or do carry over, but I didn't test most of that (the Secret Police HQ has a wonder effect that doesnt). Many improvements were designed to go obsolete, so I think many flags do go obsolete on gov change. Tourist Attraction is one that stays though if I understand right from the civilopedia. For others, I would think since gov switching is a type of obsoletion, I would assume they do indeed all go obsolete, but wonders dont usually have maintenance costs, and I dont know if maintenance does go obsolete under the normal obsolete conditions. I'm 99% sure I came to the conclusion culture goes up and down, which is why I kept that effect for many of my small wonders.
 
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