Sid Meier's Civilization VII

Sid Meier's Civilization VII

Aging Warehouses
22 kommenttia
Tsukasa234 10.10. klo 23.22 
Thanks for this <3
cheesy rat slime 7.9. klo 11.44 
thank god, hay roof buildings in the modern age were driving me insane lol
JNR  [tekijä] 21.8. klo 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 21.8. klo 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 19.8. klo 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 2.8. klo 22.48 
hey, any chance this will effect save games?
JNR  [tekijä] 30.7. klo 16.50 
They'll get the bonus automatically, without Granaries.
MarshmallowBear 30.7. klo 15.36 
Does the Inca still benefit from Granary in Exploration? Or is that an accidental omission?
JNR  [tekijä] 30.7. klo 7.36 
The warehouse buildings are maintaining their base yields after Era Transitions.
Levi (λ) 29.7. klo 20.31 
How does this interact with the new Official Update where buildings are maintaining their base yields after Era Transition?
bigioni 28.7. klo 21.47 
Love this, thank you!
JNR  [tekijä] 26.7. klo 12.56 
The same way it does in cities.
Eejit 26.7. klo 12.39 
Just to be clear, how does this work for warehouse buildings in Towns?
Tachikoma 25.7. klo 21.29 
Doesn't seem to work on the latest patch
m_mus 23.7. klo 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) 23.7. klo 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  [tekijä] 23.7. klo 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 23.7. klo 9.17 
JNR -- does the AI know to overbuild here as well?
JNR  [tekijä] 23.7. klo 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 23.7. klo 5.37 
overbuildable warehouses stop counting for quarters, right?
Spaceman⁰⁵ 23.7. klo 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 22.7. klo 20.21 
One of the greatest works