Weird Effects of Scrapping

Tacit_Exit

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This is odd!

My latest game I have a few cities with Barracks, subsequently built Sun Tzu (didn't immediately scrap them as I've heard you don't pay maintenance on 'built' improvements after a Wonder that provides them free is built) but later I needed just a couple of gold to upgrade another warrior so I decided to scrap one.

Result; 2 gold and a citizen went from content to happy!

Repeated with some other towns with 'built' barracks and similar results.

I'm currently in Republic and running 0% lux, so even if I was paying maintenance for the barracks, it shouldn't have any effect.

Can anyone help me out?

Yours flabbergasted.
 
I didn't even think you could scrap barracks with Sun Tzu. Thought it wouldn't let you since, well that is a major exploit if you could. At least IMHO it is.
 
Well I'm sure you can scrap improvements in cities where you've already built them, that's an advantage of building the GW. The trick is, say you build the Pyramids --- every city will show a granary, but you have to right click on each granary to see if the the sell option appears. Of course if you've only a few cities you might just use your memory.

As for the happy citizen, are you sure some other improvement did not create the HC?
 
i used to sell all my ganary just 1 turn before i finish pyramid, to get extra golds... then later i found out that u can still sell those ganarys that u build urself(not the one that pyramid gives u) ;)
 
The only thing I could think of (other than you using a mod or something that accidently gave barracks the 'add 1 unhappy person' ability) is that at some point during your turn you hooked up a luxury (or got it in trade), or experienced an increase in war weariness and the moods of the citizens didn't get updated until you sold the barracks. When I experience a change in happiness from any of those factors (especially war weariness), the moods don't change until I adjust my tax/luxury sliders.
 
Originally posted by Bamspeedy
Do you have a save from before you 'scrapped' the barracks?
Yes, but . . .
Originally posted by Bamspeedy
. . . at some point during your turn you hooked up a luxury. . .
Just checked and you're bang on the money; I'd just secured Egyptian spices and hadn't 'clicked' on my cities to update them :o
Posted just before bed; I should sleep on these in the future :rolleyes:

Originally posted by stevenx
i used to sell all my ganary just 1 turn before i finish pyramid, to get extra golds... then later i found out that u can still sell those ganarys that u build urself(not the one that pyramid gives u)
I used to disband them on the turn after building the Wonder in question (SunTzu/Barracks, Pyramids/Granary) 'til I found out you no longer pay their maintenance anyway, and If you wait for Recycling, you'll get bonus shields from scrapping them also (I know it hardly matters in the grand scheme, but you're not wasting anything by holding onto them, and the gold return for scrapping is so pitiful it usually seems pointless).

While I'm here but, one other thing that is bugging me about this game. I'm way off from discovering Navigation/Magnetism, but I've secured contact AND luxury trades with another continent (connected by sea tiles).
I've got the Great Lighthouse, but I didn't think it allowed via/sea trade (just safe movement).
BTW PTW 1.27f unmodded.
 
it allows sea tiles
 
Originally posted by Bamspeedy
The only thing I could think of (other than you using a mod or something that accidently gave barracks the 'add 1 unhappy person' ability) is that at some point during your turn you hooked up a luxury (or got it in trade), or experienced an increase in war weariness and the moods of the citizens didn't get updated until you sold the barracks. When I experience a change in happiness from any of those factors (especially war weariness), the moods don't change until I adjust my tax/luxury sliders.

Clicking on every city to readjust also gets moods updated. I often go through every city and click on it after a change in the luxury resource situation or after a peace treaty to get everyone back to work, then do any extra micromanagement manually.
 
Originally posted by stevenx
i used to sell all my ganary just 1 turn before i finish pyramid, to get extra golds... then later i found out that u can still sell those ganarys that u build urself(not the one that pyramid gives u) ;)

Better do it just one turn after, just in case another civ beats you to the Pyramids on the same turn (happened to me once)
:)
 
Originally posted by Globetrotter


Better do it just one turn after, just in case another civ beats you to the Pyramids on the same turn (happened to me once)
:)

Another reason for doing it after the Pyramids are built is that in some situations some cities will lose the benefit of the granary during that 1 turn. Let's say New York is building the Pyramids. Washington's turn is processed before New York's, so if Washington had a granary (that you just sold), and happened to grow that same turn, all the stored food is lost. New York completes the Pyramids, but not until after Washington lost all their stored food.

I don't sell the granaries even when I do get the pyramids. I leave them there as 'emergency funds' in case I ever really need just a couple gold to make an important trade. (or at least not until I get Wall Street, so I can at least make interest off the money).

and If you wait for Recycling, you'll get bonus shields from scrapping them also

I never heard of that feature. I guess it might make sense, but I don't think this is a feature.
 
Originally posted by Bamspeedy
I never heard of that feature. I guess it might make sense, but I don't think this is a feature.

I've never actually witnessed it, but (I think) DaveMcW stated that it worked this way.
Can't recall the thread; hopefully someone can help confirm or deny this?
 
quote:
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Originally posted by Bamspeedy
I never heard of that feature. I guess it might make sense, but I don't think this is a feature.
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quote:
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I've never actually witnessed it, but (I think) DaveMcW stated that it worked this way.
Can't recall the thread; hopefully someone can help confirm or deny this?
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The Civilopedia states that the Recycling tech:
"Returns 25% of the shield cost when selling improvements in addition to the gold received."
Note that this is not the Recycling Center City Improvement, only the tech.

Always suspicious of the Civilopedia, I loaded up an old save game where I could research Recycling, did so, and then was able to sell a temple for a return of 7 gold AND 15 shields to the current build project. So this is the way it works. Interesting.

Herse
 
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