[C3C] Question about “ Replaces all Impr. with this Flag”

Maybe if you made the first one a small wonder, which I THINK cannot be rebuilt once destroyed...?

Gojira54, SWs can be rebuilt when destroyed, as long as they are not obsolete.
 
Gojira54, SWs can be rebuilt when destroyed, as long as they are not obsolete.
Aha. Which means one COULD chain the improvements, provided the building upgrade becomes available with a tech that makes the previous building in that chain obsolete...
 
Has anyone tried having both a building and its prerequisite building have the flag? Meaning, in your case, the factory and MFG plant both have that flag, but the factory is a rereq of the MFG, so once you build the MFG the factory goes away?

If this works, you could actually make a line of buildings that upgrade over time. I wonder if the AI could even handle this, or if it would keep looping back to the first building in the chain and be stuck building forever...

Maybe if you made the first one a small wonder, which I THINK cannot be rebuilt once destroyed...?

Gojo, this works pretty much how you would expect. Each improvement replaces its prereq in the chain, and the option to start over with the first one (which has no prereq) stays available. Small wonders can't use the flag. If they have the flag selected, they will replace any improvement with the flag checked but not a wonder.
 
the option to start over with the first one (which has no prereq) stays available
I was under the impression that using a newly learned tech to obsolete a building would leave any existing-but-obsolete building in place, but remove its effects from that city (e.g. an obsolete [epic-game] Temple would no longer provide +2 Culture or +1 Content citizen; and autoproduction-buildings would stop producing their unit).

But I thought (/hoped!) that obsolescence would also remove that building from every city's build-list (i.e. if a town didn't have one already, it would no longer be possible to build it there). Have I got that wrong?
 
No this is my understanding too.

I've just watched my first era played in debug mode, while flagging all of one races buildings on the Civilization tab, the Bonuses matched with the build often on the same tab...

Well debug took forever but it was interesting, more buildings where certainly built, it was slow going but over the entire era buildings where built in all established cities.
The race in question has no maintenance on building or units. By the end of the first era i took a hard look at what had been built, only to find the AI had sold the majority of the buildings,
i think this is Wonder related. If the Wonder produces culture then they the AI thinks don't need a shrine, sell it. This is the only explanation i can come up with.
The only buildings that did not get sold where Harbors, and Libraries.

Conclusion, the only way to guarantee getting the buildings you want, that are then NOT sold by the AI is through Wonders, the only problem with this is some Wonders are never build by the AI no matter what incentive you give them.

The chaining of improvment is good its just a pity it so limited to one line.

Now restructuring my Mod to have the Wonders I know the AI builds, place multiply buildings in cities.. not what I wanted, but at least they get built!

Think I ought to say, im only doing this for the none playable races one major and three minor races.
 
I want to make the GW SETI Program to increase the science of every city by 50%... so I made it build a SETI Lab in every city (+50% science).
But, I don't want the SETI Lab to be buildable otherwise.
I made it unbuildable by making a dummy resource (that doesn't appear anywhere), which is required to build the SETI Lab.
Would this still work like this? Or would the SETI Lab need the resource to function?
Is there another way to make a GW increase the science output in every city by 50%?
 
Theov, I think this would work. But the 'dummy resource' is appearing on the map in numbers that you have set for this resource. These dummy resources are not available for any civ, but are blocking the tiles they are appearing from receiving any other resources.

Therefore in my eyes it is much better, to set the 'SETI Lab' in your example to a tech that is not available for any civ. The GW SETI Program will give this building to any civ, that did build it, on the worldmap or on continent even when that building cannot be produced for itself. This is the way the GW Hanseatic League in my CCM mods is working to provide any city of the civ, that owns this wonder, with a special building (the Kontor) that is otherwise not available.
 
Theov, I think this would work. But the 'dummy resource' is appearing on the map in numbers that you have set for this resource. These dummy resources are not available for any civ, but are blocking the tiles they are appearing from receiving any other resources.

Therefore in my eyes it is much better, to set the 'SETI Lab' in your example to a tech that is not available for any civ. The GW SETI Program will give this building to any civ, that did build it, on the worldmap or on continent even when that building cannot be produced for itself. This is the way the GW Hanseatic League in my CCM mods is working to provide any city of the civ, that owns this wonder, with a special building (the Kontor) that is otherwise not available.
Good idea! I'll do that - I didn't think you could make an 'unavailable' tech.
What I did with the resource, is just not select any Terrain that has it. So it shouldn't appear.
I'll take the tech route. Thanks!
 
What I did with the resource, is just not select any Terrain that has it. So it shouldn't appear.

Unfortunately this resource is appearing on the map, even when no terrain is selected. My CCM mods hold such a resource named 'gamemechanics' to let units that only can be received by autoproduction be appearing in the techboxes of the techtree. No terrain is selected for that resource. The resource has an appearance ratio of 1, so it will only occupy one tile of the randomized map. When looking at the mod in Debug mode, there is always one tile, that is occupied by that resource.

When taking the 'tech route', the 'unavailable tech' should be an era none tech that no civ is receiving.
 
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