The nest thief building requires... something? In the vicinity. (TXT_KEY_REQUIRES_RAW_VICINITY_BONUS)
The text is wrong huh? Ok. I'll fix that. Raw vicinity bonus means that the resource must be within city radius but does not have to have a route or be worked or improved.
The argument goes "but if we don't obsolete them no one will build the newer versions
It's more than that. You shouldn't be able to build a hut in modern era. It's like units themselves... just shouldn't happen ever. To a point, sure, you can see a building, even an anachronism, being valid for a while, but after a margin, no longer. However, we've now discovered the HUGE problem with why Police Stations and such are breaking down and it was that furniture prereq being lost. It was never an obsoletion issue.
Global_CIV4GameText.xml was given the tag TXT_KEY_REQUIRES_RAW_IN_CITY_VICINITY in rev 9773, that was taken out in rev 9791 - double mistake.
Not a double mistake but a mistake on the second half of it... who accidentally overrode that??? Ok... we gotta get that back in. The poultry reference is a part of that string when called during it.
Yes, but it's not easy to avoid that right now. We don't have volumetric resources yet, and the ability to build more of a thing is the main advantage of factories. I suppose they could just give a lot of hammers, but then the AI could try to build all factories in all its cities, leading to catastrophic flammability and air pollution values.
That IS another problem, that the AI will happily build the fastest to build cheapest buildings first and waste a hell of a lot of production constructing every building in the upgrade chain in sequence.
Also, flammability is not a thing after the prehistoric (ancient?) era. Haven't seen it act up at all.
Might need some later era balancing. People weren't getting this far into the game when Hydro set those numbers up initially.
The building did not build and in fact there are none in the list of buildable buildings anymore.
He is in the Modern Era.
Also his Research, Culture, Espionage and Gold sliders are all off by 1 %. They still change by 5% increments but the max is 99%. So has he adjusted some files someplace? Or is his game corrupt now?
Thanks for confirming. It appears it's corrupt but I'll have to run a debug dll run on it later. Super weird about the sliders... didn't notice that. Thanks for the observation.
We still have much to do with Most of these properties.
Completely agree. A smoother gradient of increases was something I was asking of Hydro just before he started wandering off some.
That would be less realistic (factories are not commerce buildings), and with rampant pollution even a few additional funds wouldn't help you (or the AI).
I would not rely on one shortcoming to deal with another one. If you do this, the moment flammability is turned into a real problem, you have to deal with both problems at once.
First of all the difference between the building "Factory" and the various resource producing factories needs to be worked out. Are the latter ones just "applications" of the Factory (not very realistic, but might work better with the game)? In that case it shouldn't add either pollution or flammability. Or is Factory more like a production area for the city, and the other buildings real factories by themselves? In that case the Factory shouldn't add

(even though that would confuse new players for certain). The building Factory is vanilla, but I don't think there was the other type of factory.
I have plans for addressing all these points that we can work together on as a team... just give us some time to polish off the release enough for now and afterwards we'll discuss those plans and if y'all have some other ideas to take into account. Much of the plan is to address these matters with zoning requirements, giving cause for generic buildings and specific ones and so on. Again, let's sort all that out post release.
KatioN_PT's game has been "altered" and is not a standard C2C game. How I'm not sure, WB or file modding. But it is "off", not quite right.
It might be the renumeration of the missions. AIAndy warned we could be causing some indexing problems for some games this way.
Edit:
It seems like it was
@Toffer90 change in his interface overhaul - among many modified files there is GlobalDefines.xml
<DefineName>COMMERCE_PERCENT_CHANGE_INCREMENTS</DefineName>
<iDefineIntVal>4</iDefineIntVal>
That would certainly be a potential issue. Was this game running toffer's overhaul? Toffer... I'm not sure about this shift. Could be a little destabilizing in some areas of the code. At least for ongoing games suddenly shifting into this or away from this... aka, might not be a safe mid-game change. Not sure though. I doubt this is why the Town Halls are being invalidated somehow.
But if the original game is on Toffer's overhaul in the UI and more, then it's possible something is causing the Town Hall issue from that if we're testing the game without it. Maybe someone needs to test the game WITH it, trading for furniture before the end of turn of course.