Why Even Build?

Actually it's not true, they still have yield, but no adjacency bonus (they yield they provide is based on the actual era).
I forgot which thread it was in, but someone mentioned intentionally building the Monuments and Villas in an out of the way place since the Monument gives 1 influence in Antiquity, but 2 and 3 in the following ages.
I tried it out and it was nice not being influence starved as often, you can also do this with the dungeon and guild hall if you really want to be drowning in it in the modern era.
Augustus is a notable character since you can spam buy monuments in all your towns so you can have even more influence post-Antiquity.

But depending on what yields you're going for, having outdated buildings is pretty good if you're going for the absolute highest gain you can get, instead of the most efficient gains possible, but it does require a good resource/terrain layout or even better future planning.
 
Even after months, many players continue to complain that "buildings from previous ages have no meaning" because it's still unclear how they function. This seems to be another UI issue—nowhere in the interface does it clearly indicate that these buildings still provide yield. As a result, the game keeps receiving criticism for something that isn’t actually true, but players simply can't figure out on their own (because it's not reported clearly).

Also, do buildings form previous ages cost maintenance or not? Does it change compared to previous ages?
 
Even after months, many players continue to complain that "buildings from previous ages have no meaning" because it's still unclear how they function. This seems to be another UI issue—nowhere in the interface does it clearly indicate that these buildings still provide yield. As a result, the game keeps receiving criticism for something that isn’t actually true, but players simply can't figure out on their own (because it's not reported clearly).

Also, do buildings form previous ages cost maintenance or not? Does it change compared to previous ages?
From what I can tell, maintenance stays the same, they just lose their adjacency bonus and don't give adjacency to other buildings like the Roman ones or Quarters.
AND the real kicker here is that it seems like the yields get readjusted based on age, so Age 2 is 2 per yield, 3 is 3. Cause the guild hall, dungeon and kiln are all set to 3 on their yields that weren't adjacency based.

So if you're starved for something, like influence if you're not playing with mementos, took non influence mementos or influence leaders, you could treat them like ageless buildings and place them somewhere useless to keep the influence vs someone who just overbuilds them.
 

Attachments

  • ef.jpg
    ef.jpg
    104.9 KB · Views: 17
Civ 5 (and 6?) had a similar problem for a lot of mid to late game buildings not feeling impactful.
There are really good players who maintain the only building you need in Civ IV is a Granary!
 
Back
Top Bottom