Techs vs. Natural Disasters!!!

Yudishtira

Spiritual/Creative
Joined
Nov 2, 2012
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Brisbane
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:rolleyes::

Industrialism: at least 14 resources are no longer available as their 'traditional' production buildings obsolete. I got 96:mad: 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.
 
Indeed that should be the case. Part of the problem should be out of the way now that I have merger Praetyre's stuff in, ie there should be less confusion as to what is done where.

The auto build buildings are a problem partly because they are still showing up as costing you to build when they don't. So that needs fixing also. They probably should show up differently in the pedia also both in the list of buildings and the upgrade trees.

The whole obsoleting of some buildings does not make sense in some instances. It makes it much harder to get a new city off the ground when you have to build the more expensive foundry rather than the forge for example.
 
Speaking of getting new cities off the ground..I tend to use Early Merchants and their various upgrades to boost a new city through its slow early phase, speeding up the construction of hammer-producing buildings until the new city has a robust production capacity of its own.

Unfortunately there can only be 5 Early Merchants in the game at any time. This is already mildly annoying if I want to boost only 1 new city, as I have to wait until the older ones are consumed before being able to produce new ones, but if I want to boost more than one new city at the same time, this becomes problematic.

Is it possible to increase the maximum number of the various merchants allowed in the game at any one time?
 
@Yudishtira since I am mostly involved with pre to mid renaissance I don't get to see these problems occur. However I do dislike the way some buildings obsolete as it means that my recorded queues don't do what I want.

@Noriad2 They are national units so you need to change the XML the unit class file. It is currently in my folder Modules/DancingHoskuld/TradeMerchant.

I would like to move it to core but had a bit of trouble with the missions when I did last time.
 
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