Yudishtira
Spiritual/Creative
I'm used to techs setting you back a bit, by obsoleting a building, a resource or a wonder. For the most part, it adds to the game that you decide when to tech that tech with that in mind.
However, in some cases there is indisputably a problem. Consider these effects and compare them to a serious natural disaster
:
Industrialism: at least 14 resources are no longer available as their 'traditional' production buildings obsolete. I got 96
in cities that were happy the turn before (note this is a civwide total of surplus unhappiness ie. striking citizens).
Consumerism: (and fair enough I suspect this was an unforeseen side-effect of making the Shopping District autobuild) the Trading Post does not obsolete till Applied Economics, but it is replaced by the autobuilt Shopping District at this tech. I don't know how many buildings have "Trading Post or [Modern Offices, etc.]" as prereqs, but it makes no sense that this new tech should irreversibly remove any building that still has plenty of life left in it.
If these were the effects of disaster events, they would be clearly seen as OTT and toned down or removed.
For Industrialism, please make the factory buildings replace the craftsman's shops, rather than have all the shops obsoleted by the tech.
For Consumerism, if a Trading Post by itself is a valid prereq for a building, I think it's safe to say that a Shopping District can perform that function just as adequately.
However, in some cases there is indisputably a problem. Consider these effects and compare them to a serious natural disaster
:Industrialism: at least 14 resources are no longer available as their 'traditional' production buildings obsolete. I got 96
in cities that were happy the turn before (note this is a civwide total of surplus unhappiness ie. striking citizens).Consumerism: (and fair enough I suspect this was an unforeseen side-effect of making the Shopping District autobuild) the Trading Post does not obsolete till Applied Economics, but it is replaced by the autobuilt Shopping District at this tech. I don't know how many buildings have "Trading Post or [Modern Offices, etc.]" as prereqs, but it makes no sense that this new tech should irreversibly remove any building that still has plenty of life left in it.
If these were the effects of disaster events, they would be clearly seen as OTT and toned down or removed.
For Industrialism, please make the factory buildings replace the craftsman's shops, rather than have all the shops obsoleted by the tech.
For Consumerism, if a Trading Post by itself is a valid prereq for a building, I think it's safe to say that a Shopping District can perform that function just as adequately.