Question about overbuilding?

peter79

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So I'm a bit baffled about overbuilding in later eras. I just started the age of exploration. I understand that non ageless buildings from the previous age loose there adjacency bonuses. However I'm confused about building new age buildings in urban tiles with both slots filled. I have an altar and monument built next to a mountain, I was about to build a temple and I picked that tile for the obvious adjacency bonuses. The picked the monument to build over, I want to replace the altar but I cant seem to do that.

When the tile has 2 non ageless buildings is there a way of deciding what gets built over? Does the game just pick at random?

Thanks.
 
It seems to choose the oldest building. Not necessarily the one you built first, but the oldest, tech-wise.
 
Mmmm that is interesting, hopefully we can get a QoL improvement on giving us a choice which building we want to replace in that scenario.
 
I kept an eye on this and it is NOT the oldest building. It seems to be the building with the lowest yields.

Yes! I had completely overlooked the entire feature of "Overbuilding" in this game. This thread made me look into it (thank you all).
When I open the helpfile (F9 in-game) and search on Overbuilding all was made clear heh heh. In my next play-through I won't be gimped anymore!

Buildings: Overbuilding

Most buildings from previous Ages can be overbuilt unless they are tagged as Ageless.
This means Players can place a current Age building onto a fully utilized tile as long as
that tile contains a qualifying previous Age building. This action removes the
lowest yield building on that tile and replaces it with the new building.


Improvements can always be overbuilt with a building.

Tip: Yield Bonuses on Quarters and Adjacencies reset with each Age transition.
Overbuilding is a valuable strategy to maximize your tile's potential and reintroduce
bonus yields back into Quarters and Adjacencies.


Tutorial Popup: While Overbuilding doesn't have particular benefits now, you may find Social
Policies, Civ Abilities, and more that will make Overbuilding especially efficient.
 
I also suspect overbuilding becomes more powerful as you start adding specialists. It is my understanding that their bonuses are determined by the underlying yields.
 
I also suspect overbuilding becomes more powerful as you start adding specialists. It is my understanding that their bonuses are determined by the underlying yields.
There seems to be a bug where you are not keeping your specialists right now from age to age. I think you are supposed to.
If that were the case then it becomes a no brainer to overbuild where you stacked them on the previous age.

Specialists boost the adjacency bonus and old buildings do not have adjacency bonuses.
I've had tiles reach crazy levels like this in modern with specialists without even trying:
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TIp related to playing America in the Modern Age:
America has unique buildings that are similar to, but will not overbuild, the normal buildings. The Steel Mill will not overbuild the Ironwrks; the Railyard will not overbuild the Rail Station. Be careful -- and not too eager -- to place the normal buildings.

I'm playing America in my current game. While I am building the unique quarter in some cities, I have two cities where I can't, because I put a building in that can't be overbuilt. Learn from my mistakes!
 
I also suspect overbuilding becomes more powerful as you start adding specialists. It is my understanding that their bonuses are determined by the underlying yields.
They each add 50% of the adjacency bonus of the buildings. So if your monument is next to two mountains for +2 culture, each specialist will get an additional +1 culture.
 
I am also still figuring out adjacencies, overbuilding and specialists.

In my mind having a tile (+4 sci) in the exploration from a library +2 and specialists +2 would be better to keep and build the observatory in a different tile for incremental science.

However, specialists boosting adjacencies makes sense and would be a good reason for overbuilding.
I can imagine a strategy where a good tile for science (maybe +3 adjacency from 2 resources and a wonder) will have 2 science buildings and some specilists, then needs to be overbuilt to get adjcencies again in a new age.
 
One thing to keep in mind is that building are not free. Sure, that library is giving two science, but it costs two happiness upkeep. It can be better to overbuild and use the happiness for specialists or celebrations.
 
I am confused as well, I am looking at an ageless saw pit, built on land I know had some other bonus to it, and now it just has +1 production, which is the saw pit base benefit without the adjacency bonuses it had in the prior age. So then it seems to behave just like a non-ageless building but it cannot be overbuilt?
 
I am confused as well, I am looking at an ageless saw pit, built on land I know had some other bonus to it, and now it just has +1 production, which is the saw pit base benefit without the adjacency bonuses it had in the prior age. So then it seems to behave just like a non-ageless building but it cannot be overbuilt?
Saw Pit is a warehouse building and does not have adjacency bonuses. It gives other specific tiles a +1 bonus (camps and woodcutters in this instance). The Saw Pit itself always only gives +1 production.

Urban buildings replace the base yields of the land, so whatever "bonus" you saw on the land would have been replaced.
 
Saw Pit is a warehouse building and does not have adjacency bonuses. It gives other specific tiles a +1 bonus (camps and woodcutters in this instance). The Saw Pit itself always only gives +1 production.

Urban buildings replace the base yields of the land, so whatever "bonus" you saw on the land would have been replaced.

Ah ok.. and does it continue to provide that adjacency bonus in the new age since it is ageless - and non-ageless buildings would not?
 
Ah ok.. and does it continue to provide that adjacency bonus in the new age since it is ageless - and non-ageless buildings would not?
Yes, it provides the bonus for the entire game. Just to be clear, it isn't an "adjacency bonus". It gives a bonus to all of particular type of district regardless of their location.

Non-ageless buildings not only lose their adjacency bonus as the game progresses, but have their base yields reduced.
 
Yes, it provides the bonus for the entire game. Just to be clear, it isn't an "adjacency bonus". It gives a bonus to all of particular type of district regardless of their location.

Non-ageless buildings not only lose their adjacency bonus as the game progresses, but have their base yields reduced.
I see so for https://civilization.fandom.com/wiki/Saw_Pit_(Civ7)

It will make the tile it is placed on into a +1 production yield, regardless what was there before (unless its a special tile I think mountainous rainforest has its own permanent bonus for example but that's beside the main point).

Then, since it is ageless, it will provided the following regardless of age:
And that is +1 on the tiles where camps and woodcutters exist, not on the saw pit tile itself. All correct?

So for the "base yield" of the raw land, that is only kept when building rural on top - is that right?
 
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