Sid Meier's Civilization VII

Sid Meier's Civilization VII

Warehouse Overbuilding
13 Comments
Renouf 18 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.
Hired Sword 7 Jul @ 10:38am 
The more I think about this, the more I think it should be added to the game in a patch. This is how the game SHOULD have been from the start. Ageless buildings can remain thru Age Transitions, but should also be Overbuild-able and Rebuild-able elsewhere in your Settlements. The only things that should be Permanent/Ageless are World Wonders.
Mahler's PP 6 Jul @ 2:45am 
Yes!!! Thank you, this was the worst enemy of my citybuilding dreams
Tadeusz 5 Jul @ 8:36pm 
Hasta la vista, brickyard!