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Re: Using improvements to make other improvements obsolete

Posted: Wed Jun 24, 2026 6:29 pm
by John Campbell
Hmm.

Bumbi has finished building Curtain Walls.
Bumbi is building Airport as suggested by the advisor.
...
Year: 1892 CE
...
Year: 1894 CE
...
Bumbi is selling City Walls (obsolete) for 60.
Learned Advanced Flight. Our scientists focus on Photography; goal is Television.
Year: 1896 CE

So yeah. You can make buildings obsolete_by other buildings, but that appears to only actually get checked and the obsolete building sold off when you learn a new tech.

Re: Using improvements to make other improvements obsolete

Posted: Sun Jul 26, 2026 2:31 am
by Dino the Dinosore
You can make buildings obsolete_by other buildings, but that appears to only actually get checked and the obsolete building sold off when you learn a new tech.
I opened an issue for this -

https://redmine.freeciv.org/issues/2087

Also opened an issue for the bug mentioned earlier about the F6 tech tree nodes showing buildings with negative tech reqs -

https://redmine.freeciv.org/issues/2085

If you make your own builds, you can download those patches and fix your build.