Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Warehouse Overbuilding
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5 Jul @ 1:57pm
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Warehouse Overbuilding

Description
Introduction
If you're anything like me, placing Warehouse Buildings gives you a ton of anxiety due to their Ageless nature. Sometimes the identity of a Settlement evolves over the course of the game, which can reduce a Warehouse's value. With this mod, you can now overbuild Warehouse Buildings once you have completed the associated Age.

Due to some quirks with how Warehouses work, a Warehouse can be rebuilt or repurchased once they have been overbuilt. This wasn't intended functionality on my part, but it ended up being a fun byproduct of the mod. Now you can optimize Warehouse placement in every Settlement!

This is my first mod, and I still don't know exactly what I'm doing, so any feedback is helpful! I've listed a bunch of known issues at the bottom of the page.

Thanks, and enjoy!

Use Cases
  • Have peace of mind when placing Warehouse Buildings. You'll always be able to overbuild and rebuild them in future Ages!
  • Ever have a couple of Warehouses on a tile that suddenly becomes valuable due to evolving adjacency or Civ bonuses? Remove Warehouses and replace them with other buildings to take advantage of those big yields!
  • Don't you love it when you conquer a Settlement, and the AI built a Warehouse between three Wonders? Now you can fix their terrible, terrible mistakes.
  • Aesthetics are everything. Since Warehouses don't change their appearance during Age Transitions, their look may clash with your creative vision. Overbuild and rebuild to make the Settlement of your dreams!

Warehouse Buildings Affected
Once you have reached the Exploration Age, the following Warehouse Buildings can be overbuilt:
  • Granary
  • Brickyard
  • Saw Pit
  • Fishing Quay
Once you have reached the Modern Age, the following Warehouse Buildings can be overbuilt:
  • Stonecutter
  • Gristmill
  • Sawmill

Known Issues and Quirks
  • Ageless text and icon appear on the Production Menu and Tooltips in ages where Warehouses cannot yet be overbuilt. This is because removing the Ageless tag in those ages allows those buildings to IMMEDIATELY be overbuilt (not ideal).
  • Production Menu sometimes doesn't display the additional yields a previous Age's Warehouse will provide EXCEPT for the base yield. For example, even if a Settlement has 3 Clay Pits in the Modern Age, the Brickyard tooltip may only display "+1 Production." This may be a bug with the base game.
  • Overbuildable Warehouses DO NOT contribute to Quarters in the Exploration and Modern Ages. If you want to take advantage of Quarter benefits in a certain tile, ensure your old Warehouses are built elsewhere.
  • Overbuildable Warehouses will be prioritized over standard buildings (Altar, Library, etc.) when overbuilding.

Next Steps
  • Implement Narrative Events and Policies related to overbuilding Warehouses.
  • Fix known and new issues.
13 Comments
Renouf 11 hours ago 
@Insanecrusader19 From what I can tell there is a small difference. Hapa's version makes the warehouses OVERBUILDABLE in future eras and nothing else. That means if you want +2 on mines in a new settlement in Exploration, you'll still have to build a Brickyard then a Stonecutter.
JNR's makes the warehouses OBSOLETE in future eras. All bonuses, the +1 food from granary, +1 production from Brickyard, will disappear completely on Era change and be shifted to the City Hall building. All new settlements will automatically start with that +1 Food on farms, +1 Production on mines, as if they all automatically started with those buildings. Whereas using Hapa's you'd still have to build those buildings to get those effects.
nilum1234 2 Aug @ 10:47pm 
hey, thanks for the mod. is there a way to impact save games?
Insanecrusader19 26 Jul @ 11:22am 
@Hapa , so.... im currently subscribed to this mod of yours.... but ive noticed a similar "overbuild warehouse" mod by JNR... is there any difference between the two mods? XD... i dont mean to be rude to u at all, Im just trying to find out the differences here
fka-gargamel 23 Jul @ 5:39am 
overbuildable warehouses stop counting for quarters, right?
Still Life with Viking 14 Jul @ 7:43pm 
Can't wait to use this!! Thanks!
malqubaisi 12 Jul @ 5:15am 
This mod is such a relief !! Thank you so much !!
Mr. SILLY 10 Jul @ 10:11am 
Good job, on behalf of all civ players throughout the history of time, we thank you for your contribution very much :Uranium:
Mayeth 9 Jul @ 1:06pm 
This really helps in advance start. Ya @Hired Sword i agree world wonders should only be ageless.
relX 9 Jul @ 11:58am 
Wow, I have been waiting for this :) To make it perfect it would be nice to able to actually choose which building to overbuild. Any idea whether this is possible through a mod?
Hapa  [author] 8 Jul @ 8:10pm 
Thanks for the kind words, folks! @Hired Sword, I couldn't agree more. Warehouses need to have grander effects to warrant being Ageless. Something I wanna explore in another mod.