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In the standard ruleset there is a serie of  3 types of Barracks, each following replacing the previous one.

Techs allowing them are in one line of the tech tree, so that in a normal game there is at most one available.


Now I am playing around with rulesets and accidently had two types of Barracks available.

OK, I have to fix my ruleset, but couldn't this also happen with the standard ruleset if a player that hasn't researched Gunpowder yet gets Robotics (stolen, from a conquered city or via diplomatic action). He than can build Barracks III but simple Barracks are not obsolate.

What to do with this? The most logical solution that comes to my mind would be either to allow more than one tech to make a building obsolate or to make buildings obsolate on a tech including all depending techs.

In the above example, Robotics requires (indirectly) Gunpowder, and would thus make simple Barracks obsolate because Gunpowder does.


Has anyone any thoughts about that? 77.3.154.140 12:37, January 13, 2013 (UTC)


There's several ways how a city can end with two of Barracks/II/III. With recent bugfix their effect is not cumulative. Cazfi (talk) 11:42, January 19, 2013 (UTC)


Thank's for the response, but Barracks were just an example for the effect of buildings (not) getting obsolate.

My point is, if this is a feature and not a bug, what is all teh obsolate_by good for?

93.132.175.59 20:16, January 19, 2013 (UTC)