Sid Meier's Civilization VII

Sid Meier's Civilization VII

Aging Warehouses
Комментариев: 21
experiment 7 сен в 11:44 
thank god, hay roof buildings in the modern age were driving me insane lol
JNR  [создатель] 21 авг в 7:54 
Yes, I'd handwave it by assuming that these requirements are no longer necessary in the modern age because of carbon fuel and electricity powering the mills or so.
OndAtRa RodenTia 21 авг в 7:07 
Will your cities get a bonus from warehouses they can't build? For example, a sawmill, gristmill or fishing quay can only be built on specific tiles (rivers, coasts). What if the city doesn't have those tiles? Do they still get these bonuses when changing eras?
SolanDawn 19 авг в 8:34 
Hi there, could you please make this mod support save games? I think many people, like me, realized how important this mod is only after experience a era transition, but unfortunately, it was too late...
nilum1234 2 авг в 22:48 
hey, any chance this will effect save games?
JNR  [создатель] 30 июл в 16:50 
They'll get the bonus automatically, without Granaries.
MarshmallowBear 30 июл в 15:36 
Does the Inca still benefit from Granary in Exploration? Or is that an accidental omission?
JNR  [создатель] 30 июл в 7:36 
The warehouse buildings are maintaining their base yields after Era Transitions.
Levi (λ) 29 июл в 20:31 
How does this interact with the new Official Update where buildings are maintaining their base yields after Era Transition?
bigioni 28 июл в 21:47 
Love this, thank you!
JNR  [создатель] 26 июл в 12:56 
The same way it does in cities.
Eejit 26 июл в 12:39 
Just to be clear, how does this work for warehouse buildings in Towns?
Tachikoma 25 июл в 21:29 
Doesn't seem to work on the latest patch
m_mus 23 июл в 23:48 
Looks like a minor mod on first sight, but is really essential to me as someone who thinks that Civ7 has overtuned urban city-sprawl. I just don't like having a consecutive metropolis of multiple towns & cities by the end of exploration age. Your mod helps to combat that problem somewhat. So thank you.
Levi (λ) 23 июл в 18:47 
Love the second part, sets it apart from the plain Overbuild mod, and I hope it works out in practice.

One thing I really miss from Humankind, was after a certain point in technology, your new settlements have basic yield improvements by default.
JNR  [создатель] 23 июл в 9:32 
Haven't had a look at it, in general it should treat them like any other obsolete building, but the AI isn't too keen on overbuilding in general in my experience.
Galindus 23 июл в 9:17 
JNR -- does the AI know to overbuild here as well?
JNR  [создатель] 23 июл в 6:00 
@Spaceman: yes, it includes even those. It's kind of like the bonuses to terrain yields from the tech tree being present in the next age no matter whether you unlocked them in the previous age or not.

@fka-gargamel: Yes, they will act like all other obsolete quarters. For example, Granaries will no longer count as Food buildings from the exploration age onwards, either.
fka-gargamel 23 июл в 5:37 
overbuildable warehouses stop counting for quarters, right?
Spaceman⁰⁵ 23 июл в 3:21 
just to be clear, where it says unlocked for all cities, does that include ones that didn't build a particular warehouse building?
煎饼果子先生 22 июл в 20:21 
One of the greatest works