Using improvements to make other improvements obsolete

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John Campbell
Posts: 24
Joined: Wed Jan 18, 2023 6:57 pm

Re: Using improvements to make other improvements obsolete

Post 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.
Dino the Dinosore
Hardened
Posts: 240
Joined: Sun Dec 31, 2017 3:41 am

Re: Using improvements to make other improvements obsolete

Post 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.
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