I was going to say this should be possible using lua scripting (script.lua), defining a function to take some of that gold away when that specific building is sold, but it turns out that there is no such signal as "building_lost", so this would require some voodoo coding.Corbeau wrote:Also, about balance: the building shouldn't really be too cheap, but if it's more expensive, once it's sold for being obsolete, it will be a source of a lot of money, too much in my opinion. Any idea about how to get around this?
However, things still wouldn't be necessarily balanced if that one building is the only building giving back less gold when selling it, so you'd probably need to expand that to other buildings.
Here's a thought (though I don't know how well the AI would cope with that): Don't obsolete the building, but instead make it a requirement to build a factory. Maybe make the factory a bit cheaper to balance out the Manufaktur's costs. You could lessen its effects with Industrialization and completely deactivate it with a factory. Also, if you're going to do that, you could lower the factory's upkeep by one (again, to balance out the Manufaktur).
Also, while we're at it, I believe you should do this just for forwards compatibility:
Code: Select all
[building_manufaktur]
// ...
graphic = "b.manufaktur"
graphic_alt = "b.barracks_i"
// ...