Research Request(s)

This world wonder wasn't recosted - it costs 50.
It is in Cultures_CIV4BuildingInfos
It is unlocked by CAVE_DWELLING, that is at X3.
According to building cost table it should cost 20*6 (World Wonder) = 120.
Would make sense to change it then.
 
A nicer outlook. Perhaps if the bonus wasn't so strong one might not be led to think the children are ruthlessly made to work themselves nearly to death. There's also other factors involved. If it means fairly heavy duty labor for a kid, it could increase the mortality rate (unhealth) but also make them stronger, thus +XP to units. That could also be part of its production benefit, not just what the kids bring to the community directly, but what the way they are raised making them more productive adults as well. Also also labor is the bane of the artist since play and freedom and time to explore and express are what develops creativity, thus the building should probably also penalize culture (rather severely I'd think.) And it doesn't sound like a happy way to grow up and could be begrudged a bit, thus some unhappiness from the building sounds right. If it's just a couple hours of chores a day, I'd say the building effects are far too strong. So perhaps we could have a couple of options as to what you choose to build, one that's more hardcore, one that's less, and then perhaps one that is in direct opposition to the concept that fosters total child freedom from effort, each one being an exclusive local decision for that community that once constructed, cuts you off from being able to construct the other. Perhaps we should also consider child work crews that operate in the fields with the women, bringing in food instead of helping the builders of the tribe with construction tasks or early training programs. Going down this road of thinking, we could end up with some interesting 'local civic' building options that may be a choice for cities in many eras to come, not just at this stage. Perhaps this should be divorced from overall civics as prerequisites?

Just some thoughts.

A couple of thoughts about this. As other's have noted, "child labour" before the age of industrialism was a different animal than the one we have today in developing countries. As for artistic freedom, kids very often pastured animals, which is an occuption that affords you quite alot of relatively free time as the animals most of the time are perfectable capable to take care of them selves and only occasionally need some human intervention. And in fact alot of kids and also adults in such occuptaions often played some instrument, usually a home-made flute/horn thingy. Also, traditional farm labour although it is occasionally very hard work is during a quite large part of the year actually not that demanding. But what makes the big difference is the structure of the economy itself.

I'll take early modern england as an example because it's the one I know something about. The 16th and 17th century saw a complete overhaul of a mostly feudal economy where most people, most of the time had worked on their own rented plot of land to feed themselves and the aristocratic landowners tended to live in the countryside, and as landlords and sort of local governors had some interest in their tenants wellfare. The fact that they rented out land in decades long leases and were often paid in labour also meant that they had quite a stake in those peasants well-being. By the end of the 17th centure the economy was completely transformed. The sort of communal and quasi-communistic division of farmland of the mideval period had completely given way to commercial agriculture owned largely by quite wealthy farmers running sort of mini-plantations with big hordes of farmhands, domestic servants and day-labourers, while the aristocracy had moved to London and no longer needed to face daily complaints by the unfortunate tenants or ex-tenants they had helped into a life of poverty, because naturally the buisness-minded farmer class, by putting the other two thirds of their collegues out of buisness, could now pay significantly higher rents and did so in cash rather than labour.

Ofcourse, as labour in general became more about working for someone else than simply taking care of yourself, it also became more abusive, longer hours, little tolerance for mistakes e.t.c. and this ofcourse extended to kids labour aswell. When parental love, 'village collectivism' and aristocratic honor no longer reigned in the impulse to greedily exploit kids they started to be greedily exploited in higher numbers. Also that the poorest sections of society fled from the countryside into the growing cities also meant alot more unpleasant child labour (chimney sweeping for example). The big increase was yet to come though with the rise of industrialism in the 18th and 19th century where a similar process ocurred to make the life of the average worker more and more miserable until various unions, revolutions, labour movements and social movements, charities, mass politics, strikes and also the rising overall wealth started to reverse that trend in the latter half of the 19th century. But it's not simply a matter of kids being more and more widely and cruelly forced into the labour market, the same period also sees the rise of widespread and eventually universal literacy and alot of other nice developments.

I don't like the idea of different versions of the omega child crew that you cannot change, because the essence of history is change, maybe if they are connected to civics or eras or something, but I think the game really needs more oppurtunities to change, not less. It could be an ordinance or something. For example I don't like the burial tradition thing where you, if you are foolish will not get ground burial in your city and thus exclude yourself from ever having more modern burial buildings in your city. Btw, you can build more than one burial tradition if you get them built in the same turn. I don't like that cannot move your Summer Palace after you have expanded into a completely new region. If your empire changes shape and size you really should be able to move your alternative headquarters wherever you like according to circumstances.
 
For example I don't like the burial tradition thing where you, if you are foolish will not get ground burial in your city and thus exclude yourself from ever having more modern burial buildings in your city. Btw, you can build more than one burial tradition if you get them built in the same turn.
You can get all the Burial Traditions you want. They are ordinary buildings that are available in all cities. Each city can have its own. In the late Classical to Medieval eras you can upgrade them to Funeral Practices (or something) that allows all the modern buildings. If it doesn't then there is a bug.
 
@Dancing Hoskuld
Friendly reminder: Liangzhu culture, isn't fixed yet.
Code:
  <BuildingInfo>
           <!-- Culture (Liangzhu) -->
           <BuildingClass>BUILDINGCLASS_LIANGZHU_EMBASSY</BuildingClass>
           <Type>BUILDING_LIANGZHU_EMBASSY</Type>
           <SpecialBuildingType>SPECIALBUILDING_C2C_CULTURE</SpecialBuildingType>
           <Description>TXT_KEY_BUILDING_LIANGZHU_EMBASSY</Description>
           <Civilopedia>TXT_KEY_BUILDING_LIANGZHU_EMBASSY_PEDIA</Civilopedia>
           <Strategy>TXT_KEY_BUILDING_LIANGZHU_EMBASSY_STRATEGY</Strategy>
           <Advisor>ADVISOR_CULTURE</Advisor>
           <!-- Graphical and interface -->
           <ArtDefineTag>ART_DEF_BUILDING_LIANGZHU_EMBASSY</ArtDefineTag>
           <iMinAreaSize>-1</iMinAreaSize>
           <!-- Prerequisites -->
           <PrereqTech>TECH_CELEBRATION</PrereqTech>
           <VicinityBonus>BONUS_JADE</VicinityBonus>
           <BuildingClassNeededs>
               <BuildingClassNeeded>
                   <BuildingClassType>BUILDINGCLASS_GOOD_ASIAN</BuildingClassType>
                   <bNeededInCity>1</bNeededInCity>
               </BuildingClassNeeded>
           </BuildingClassNeededs>
           <!-- Construction -->
           <iCost>50</iCost>
           <!-- Main effects -->
           <CommerceChanges>
               <iCommerce>0</iCommerce>
               <iCommerce>0</iCommerce>
               <iCommerce>1</iCommerce>
           </CommerceChanges>
           <FreeBonus>BONUS_LIANGZHU</FreeBonus>
           <iNumFreeBonuses>1</iNumFreeBonuses>
           <!-- Special properties -->
           <iConquestProb>100</iConquestProb>
           <iHurryCostModifier>100</iHurryCostModifier>
           <bNukeImmune>1</bNukeImmune>
           <iAdvancedStartCost>-1</iAdvancedStartCost>
       </BuildingInfo>
I gave it cost of 50 and tech prereq of Celebration.
 
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I'll list first producers of manufactured resources, that need other manufactured stuff, that gets unlocked later.
This means effectively this resource is unlocked later potentially disrupting supply chain and end consumers for a time.

I noticed weird use of bonus requirement tag for straw gatherer - Grain isn't map resource but manufactured resource.
I'll check other producers.
That harmless misuse is easy to spot: It will say "requires improved or connected [resource]"

Or I'll just search for all <VicinityBonus> uses, copy search results and then remove all results (replace X with empty string), that refer to natural resources.
There were only two such misuses.
Committed changes to SVN.

Lizard Hunting Camp can now work with UNimproved resource.
Removed doubled Glass requirement in Beadmaker's Hut.
Those two fixes are in SVN too.

Fun fact: Hide, Pelt and Leather is one word in Polish.
I guess names of skin depend on type of animal where it comes from.

Cloth (X3) - Weaver's Hut (X4).
Wool (X15) or Fibers: Hemp (X20) or Flax (X39) or Silk (X26) or Cotton (X20)

Straw (X4) - Straw Gatherer (X4)
Grain (X5)
Not much trouble here.

Woodwind Instruments (X5) - Woodwind Instrument Maker (X5)
Wood (X9)

Lizards (X6) - Lizard Hunter's Camp (X6)
Silk [Natural Resource] (X26 for connected resource).
It just needs tag as Nest Thief - that is UNimproved resource.
Also Silk requirement is too restricting in general.
It is needed for single building - Herpatology lab.

Rope (X9) - Rope Weaver's Hut (X9)
Cloth (X3) or Leather (X12)
Cloth is actually unlocked much later, at (X15)

Hats (X10) - Hat Shop (X10)
Cloth (X3) or Leather (X12) or Furs (X8)
Cloth is unlocked later.

Jewelry (X10) - Jewelry Shop (x10)
Pearls [Natural] (X16) or Beads (X11) or Wares: Platinum (X33) or Electrum (X30) or Gold (X25) or Silver (X25) or Copper (X25)
Beads aren't too far.

Dried Fish (X11) - Dried Fish Maker (X11)
Raw Fish (X16)

Dried Fruit (X11) - Dried Fruit Maker (X11)
Fruit (X23)

Clothing (X11) - Seamstress Hut (X11)
Cloth (X3) or Leather (X12) or Furs (X8) or Hide (X8)
There situation is fine.

Tannin (X12) - Tannin Maker (X12)
Bark (X11) or Nuts (X23) or Berries (X26) or Fruit (X23)
Listed for completeness.
 
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I noticed weird use of bonus requirement tag for straw gatherer - Grain isn't map resource but manufactured resource.
This is correct. Straw, in this game, is a byproduct of grain growing ie farming not a natural resource but a manufactured resource. It should not be changed.

Fun fact: Hide, Pelt and Leather is one word in Polish.

I guess names of skin depend on type of animal where it comes from.
In English the first two occur on living beings as well as being entities in their own right. Hide is basically skin and is tanned to make Leather. Pelt is fur or coat and is tanned to make furs. :lol:

Also Silk requirement is too restricting in general.
It is needed for single building - Herpatology lab.
Silk does need some attention given to it.

It is also needed for the Great Wonder - The Silk Road.

Its farm building should be providing the "fibers" manufactured resource which is used in the weaving buildings.


Rope (X9) - Rope Weaver's Hut (X9)
Cloth (X3) or Leather (X12)
Cloth is actually unlocked much later, at (X15)
Straw could be another OR requirement. Cloth covers rope made from hemp and the like which provide fibers.


Jewelry (X10) - Jewelry Shop (x10)
Pearls [Natural] (X16) or Beads (X11) or Wares: Platinum (X33) or Electrum (X30) or Gold (X25) or Silver (X25) or Copper (X25)
Beads aren't too far.

Should require any metal or pearls or shellfish or pretty stone (jade, amber etc) or animal myth with interesting teeth...

Dried Fish (X11) - Dried Fish Maker (X11)
Raw Fish (X16)

Dried Fruit (X11) - Dried Fruit Maker (X11)
Fruit (X23)
These require the Drying Rack which is needed for tanning as well. They are basically extensions to the use of the Drying Rack so they should be in the same tech as it but cost less.
 
This is correct. Straw, in this game, is a byproduct of grain growing ie farming not a natural resource but a manufactured resource. It should not be changed.

I know Straw is manufactured resource.
That is why I found building treating Straw/Bamboo as natural resource to be weird - there were only such two entries - Straw Gatherer and Bamboo Worm Gatherer.
Was that to force those buildings to effectively have any Straw/Bamboo producer respectively as prereq for it?

In English the first two occur on living beings as well as being entities in their own right. Hide is basically skin and is tanned to make Leather. Pelt is fur or coat and is tanned to make furs. :lol:
Ah so Hide -> Leather and Pelts -> Fur.

Silk does need some attention given to it.

It is also needed for the Great Wonder - The Silk Road.

Its farm building should be providing the "fibers" manufactured resource which is used in the weaving buildings.
I was talking about getting Lizards, that need Silk + Stone combo, which effectively makes them obtainable much later, than they get unlocked.

Straw could be another OR requirement. Cloth covers rope made from hemp and the like which provide fibers.
And what about Cloth?
It is one of first materials unlocked in game, but you actually can get it in late prehistoric era, when Wool gets unlocked.
Other ORs for that are unlocked even later.
That is Cloth effectively start existing when you get Wool at X15 - Cloth could be revealed at X15 as well.

Should require any metal or pearls or shellfish or pretty stone (jade, amber etc) or animal myth with interesting teeth...
I guess this one could be updated.
There could be limit to OR prereqs though.

These require the Drying Rack which is needed for tanning as well. They are basically extensions to the use of the Drying Rack so they should be in the same tech as it but cost less.
Gaps in accessibility (can produce resource later than gets revealed) like that are confusing.
There are no Dried Fruits/Fish until later point then - basically those resources could be revealed later as well.

------------------------

Milk (X15) - Dairy Barn (X15)
Glassware (X31) AND Wood (X9) or Prime Timer [Natural] (X12).
Same situation as with cloth: >10 columns between discovering resource and being able to produce it.
That is there would be no difference if Milk and Dairy Barn was unlocked at X31.

Cat (X15) - Cat Breeder (X15)
Raw Fish (X16) or Raw Meat (X4)
This is how it should be done: One of ORs MUST be unlocked when or before resource needing that gets unlocked.

Brass Instruments (X21) - Brass Instrument Maker (X21)
Brass Wares (X30)

Alcohol (X24) - Brewery/Cider House/Winery (X24)
Glassware (X31) or Pottery (X21) or Barrels (X24), needs Grains/Apple/Grapes respectively.
This one is properly done.

Barrels (X24) - Cooper (X24)
Wood (X9) AND one of Wares: Copper (X25) or Bronze (X29) or Iron (X33)
One column slip - With proper planning you can get Copper Wares before Barrels.

Fish Oil (X25) - Fish Oil Maker (X25)
Glassware (X31) or Pottery (X21) or Barrels (X24), needs Raw Fish (X16)
This one is properly done.

Ghee Oil (X25) - Ghee Maker (X25)
Glassware (X31) or Pottery (X21) or Barrels (X24), needs Milk (X15)
It needs Milk, so it needs Glassware by proxy, this means Ghee Oil is unlocked at X31 effectively.

Whale Oil (X25) - Whale Oil Maker (X25)
Glassware (X31) or Pottery (X21) or Barrels (X24), needs Whale (X9)
This one looks good.

Tapestries (X25) - Tapestry Maker's Workshop (X25)
Wool (X15) or Fibers: Hemp (X20) or Flax (X39) or Silk (X26) or Cotton (X20)
No problems here.

Cheese (X29) - Cheese Shop (X29)
Milk (X15)
Effectively X31, as Milk requires Glassware (X31).

Perfume (X36) - Perfume Maker (X36)
Flowers (X39) or natural resources: Incense (X15) or Whale (X9).
Okay, how whales are used to make perfumes?
Otherwise no problems.

Water Bottle (X65) - Water Bottle Factory (X65)
Plastic (X74)
 
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Ah so Hide -> Leather and Pelts -> Fur.
You could add Carcass -> Hide. In my games I usually don't get Cloth early (for the reasons you mentioned), so Leather is the only way to get ropes, sails (-> Shipwright), not to mention that you need it for (the far less important resources) hats and shoes. Add to that that the Tannery is a very powerful production building (almost on par with the Forge), which results in it being one of the most important prehistory buildings. But don't forget Tannin (usually not a problem, because you can get it from Bark).
 
Local Radio Station could be moved to Electronics from Radio tech, as it needs radios, that are unlocked in Electronics tech.
Or Radio factory could use Transistors OR Parts and be moved to Radio tech.
Radio Factory uses Plastics, so it can't be moved unless Plastic prereq would be removed.

Skis resource is not only unused (around 80 manufactured resources are unused at all), there is nothing that produces them.
It can be as well removed.

Replicators (and Replicator Plant unlocked at Rapid Prototyping) seems to be very out of place in Rapid Prototyping tech.
By description they sound like something from Nanotech.
That is they seems to be advanced 3D printers using nanotechnology.
First upgrade of Replicator Factory is in Galactic era.
Nanobotics sounds like good tech for it.
Replicators are used only for single unit, unlocked few columns after Nanobotics.
 
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Local Radio Station could be moved to Electronics from Radio tech, as it needs radios, that are unlocked in Electronics tech.
Or Radio factory could use Transistors OR Parts and be moved to Radio tech.
Radio Factory uses Plastics, so it can't be moved unless Plastic prereq would be removed.

Skis resource is not only unused (around 80 manufactured resources are unused at all), there is nothing that produces them.
It can be as well removed.

Replicators (and Replicator Plant unlocked at Rapid Prototyping) seems to be very out of place in Rapid Prototyping tech.
By description they sound like something from Nanotech.
That is they seems to be advanced 3D printers using nanotechnology.
First upgrade of Replicator Factory is in Galactic era.
Nanobotics sounds like good tech for it.
Replicators are used only for single unit, unlocked few columns after Nanobotics.
Radios and Radio Stations don't need electronics. They pre date transistors and even plactics. They do need glass and wire.

Skis resource should probably be needed for the Ski Resort building which can only be built in cities built in mountains. Although they could also be used for a Ski Resort improvement instead. There is a lot of stuff we need to do with mountains and improvements.
 
Radios and Radio Stations don't need electronics. They pre date transistors and even plactics. They do need glass and wire.

Skis resource should probably be needed for the Ski Resort building which can only be built in cities built in mountains. Although they could also be used for a Ski Resort improvement instead. There is a lot of stuff we need to do with mountains and improvements.
So radio factory would require Glassware and Copper Wires OR Microchips OR Transistor (Last two resources are used by radio factory).
Then I can move Radio Factory to Radio tech.
As for skis even if something would need them, nothing produces them.
Skis are used seasonally in temperate regions and regularly in polar regions too.

As for Straw Gatherer and Bambo Worm Gatherer I can change their requirement to buildings producing Grain/Bamboo respectively to simulate vicinity requirement of those bonuses (there are not too many of those), as effectively its same thing but without use of VicinityBonus tag.

Straw Gatherer: Barley Gatherer or Barley Farm or Corn Gatherer or Corn Farm or Rice Gatherer or Rice Paddy or Wheat Gatherer or Wheat Farm.

Full list of resources, that their producers doesn't have unlocked resource prereqs, when they are unlocked
Cloth (X3) - Weaver's Hut (X4).
Wool (X15) or Fibers: Hemp (X20) or Flax (X39) or Silk (X26) or Cotton (X20)
12 columns to nearest resource.

Straw (X4) - Straw Gatherer (X4)
Grain (X5)
1 column - beeline a bit

Woodwind Instruments (X5) - Woodwind Instrument Maker (X5)
Wood (X9)
4 columns to nearest resource.

Lizards (X6) - Lizard Hunter's Camp (X6)
Silk [Natural Resource] (X26 for connected resource).
It just needs tag as Nest Thief - that is UNimproved resource.
Also Silk requirement is too restricting in general.
It is needed for single building - Herpatology lab.
20 columns to nearest resource, with Silk being raw vicinity its no problem.

Rope (X9) - Rope Weaver's Hut (X9)
Cloth (X3) or Leather (X12)
Cloth is actually unlocked much later, at (X15)
3 columns to nearest resource.

Jewelry (X10) - Jewelry Shop (x10)
Pearls [Natural] (X16) or Beads (X11) or Wares: Platinum (X33) or Electrum (X30) or Gold (X25) or Silver (X25) or Copper (X25)
Beads aren't too far.
1 column - beeline a bit

Dried Fish (X11) - Dried Fish Maker (X11)
Raw Fish (X16)
5 columns to nearest resource.

Dried Fruit (X11) - Dried Fruit Maker (X11)
Fruit (X23)
12 columns to nearest resource.

Milk (X15) - Dairy Barn (X15)
Glassware (X31) AND Wood (X9) or Prime Timer [Natural] (X12).
Same situation as with cloth: >10 columns between discovering resource and being able to produce it.
That is there would be no difference if Milk and Dairy Barn was unlocked at X31.
16 columns to nearest resource.

Brass Instruments (X21) - Brass Instrument Maker (X21)
Brass Wares (X30)
9 columns to nearest resource.

Barrels (X24) - Cooper (X24)
Wood (X9) AND one of Wares: Copper (X25) or Bronze (X29) or Iron (X33)
One column slip - With proper planning you can get Copper Wares before Barrels.
1 column - beeline a bit

Ghee Oil (X25) - Ghee Maker (X25)
Glassware (X31) or Pottery (X21) or Barrels (X24), needs Milk (X15)
It needs Milk, so it needs Glassware by proxy, this means Ghee Oil is unlocked at X31 effectively.
6 columns to nearest resource.

Cheese (X29) - Cheese Shop (X29)
Milk (X15)
Effectively X31, as Milk requires Glassware (X31).
2 columns to nearest resource.

Water Bottle (X65) - Water Bottle Factory (X65)
Plastic (X74)
9 columns to nearest resource.

I added full list of resources.
 

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Straw Gatherer should possible also have or requirements of Grass Gatherer.

Cloth should be revealed and available at X=0 as should Plastic Bottles and
  • cheese
  • dried fruit/fish
  • barrels
  • ...
basically anything that can be used without knowing how to make it but not anything perishable like milk which technically should not be available for trade in non-polar regions until you have refrigeration
 
Well still you can't make clothes until X15 (Can produce Wool), Milk/Cheese/Ghee Oil until X31 (Can produce Glassware), Water Bottles until X85 (Can produce Plastic) and so on and their prereq producers unlock much later.

This means Cloth maker must get another alternative when it unlocks that is X4, Milk maker can't use glassware, so it can be made at X15, then Cheese/Ghee Oil could be made at X29/X25, and water bottle factory must have alternative of glassware, so Water Bottles could be made at X74
 
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There is always trade (and I don't mean the tech). Instead of giving techs away (which might help the other civ a bit too much), you give them e.g. glassware (if it's tradable before X31), and they can make milk.

In general, the problems you mention are very much real, of course (especially cloth has always irked me a bit), but some aspects could be formed into a feature, instead (as long as you have more than one item of a resource).
 
For trade to work AIs should be half to full era ahead of me for some examples.
 
So? Sometimes they are. Then there is multi player.
I don't think that was intent to make goods producible later than they were unlocked especially half of era later.
Trade seems to be more of bug workaround here.
Most advanced civ would have to advance a lot to get cloth and ropes, milk and cheese/ghee oil, water bottles and plastic.

Those supply chains could be broken by accident long time ago.
Weaver's Hut and Dairy Barn seems to be worst hit victims.

Even if you can't trade milk you can make cheese or ghee oil from it, but you need wait until Glassware making tech to do it so, because you can't build Dairy Barn until Glassware.

Similarly you can't make cloth until end of prehistoric era, because you can't build its producer, as Wool can be produced at Animal Husbandry.

Water bottles needs plastic, so essentially water bottle factory and Water factory could be moved to Plastic, or water bottle factory could have alternative resource prereq of glass/barrels.
 
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I don't think that was intent to make goods producible later than they were unlocked especially half of era later.
Trade seems to be more of bug workaround here.
Most advanced civ would have to advance a lot to get cloth and ropes, milk and cheese/ghee oil, water bottles and plastic.

Those supply chains could be broken by accident long time ago.
Weaver's Hut and Dairy Barn seems to be worst hit victims.

Even if you can't trade milk you can make cheese or ghee oil from it, but you need wait until Glassware making tech to do it so, because you can't build Dairy Barn until Glassware.

Similarly you can't make cloth until end of prehistoric era, because you can't build its producer, as Wool can be produced at Animal Husbandry.

Water bottles needs plastic, so essentially water bottle factory and Water factory could be moved to Plastic, or water bottle factory could have alternative resource prereq of glass/barrels.
Wrong way round. You trade for glass before you have Glass Making so you can use it for making milk, ghee etc.
 
Wrong way round. You trade for glass before you have Glass Making so you can use it for making milk, ghee etc.
Still it screams bug as only handful resources are like this.
What if you are most advanced civilization?

Then you can forget about cloth, milk and resources, that need those for a while.

I think you don't realize there is 10 - 20 columns between ability to build huts, that produce cloth, milk and so on and their prereq being available.

Generally its weird, that buildings appear earlier than their prereqs.
That happens because tech tree expanded a lot and techs were moved around a lot within last 10 years.

Trade is fine when resource prereqs to build hut/factory appear up to 5 columns (easy to plan beelining) later than resource factory itself.

Weaver's hut along with cloth then should be moved to Animal Husbandry when Wool is available.
There should be second dairy barn that produces milk only for internal use for citizens and to make cheese/ghee oil.
10 - 20 columns difference is just confusing players.

Why citizens can't drink milk at Animal Husbandry but only at Glassware, 15 columns later?
Why you can weave cloth almost on beginning of prehistoric era when there isn't suitable material until Animal Husbandry?
Why we can't use glass bottles or cans for bottled water, but we need plastic?
 
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I think you don't realize there is 10 - 20 columns between ability to build huts, that produce cloth, milk and so on and their prereq being available.
This was a design decision by Hydro. I did disagree with it at the time but most building lines were his part of C2C. It is part of the idea that you can build stuff due to the technology you have but it has uses that only become available later. In this case you can build huts way back in the stone age but you can only have a bicycle shed when you get bikes.

Weaver's hut along with cloth then should be moved to Animal Husbandry when Wool is available.
There should be second dairy barn that produces milk only for internal use for citizens and to make cheese/ghee oil.
10 - 20 columns difference is just confusing players.

Why citizens can't drink milk at Animal Husbandry but only at Glassware, 15 columns later?
Why you can weave cloth almost on beginning of prehistoric era when there isn't suitable material until Animal Husbandry?
Why we can't use glass bottles or cans for bottled water, but we need plastic?
There is no ability in Civ IV to allow a resource to be available only in the city it is in. In C2C vicinity tags and the like make it possible but those did not come until long after. In fact the ones which could be used for this did not become available until this year.

Having a building that gives the yield return to the city and then a replacement building that makes it possible to trade the good might work but then you would have the same confusion.
 
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