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Old July 2, 2002, 14:35   #1
kmill25
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Government Specific Buildings.
Do they exist?
And if so what are they?
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Old July 2, 2002, 14:51   #2
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No. Because you wouldn't be able to change governments if you owned any without tearing them down first.
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Old July 2, 2002, 14:58   #3
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w i thought that government-specific buildings would be possible with PTW?
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Old July 2, 2002, 14:58   #4
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They do not exist in the standard game.

However, I believe that you can modify existing improvements in the editor so that they give special benefits (i.e., happiness or military police effects) only during one or more designated governements (I have never done this, so I don't know for certain).

There is a "government" field in the improvements prerequisites list in the editor, IIRC; and I believe I recall somethig in a Firaxis readme or chat where a "government specific improvement" concept was mentioned as having been "fixed" (it seems that the benefits were uniterrupted by a government switch when they should hev been interrupted).

Sorry I couldn't be more definitive.

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Old July 2, 2002, 15:56   #5
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Well I'll do some playing around in the editor. For example I'll make the court house specific to say representative govts and see if the effects go away with say, monarchy.
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Old July 2, 2002, 17:00   #6
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Its worth to talk about it .
In France they have the republican guard .
Communism had the party .
Maybe we could work something out with that ?
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Old July 2, 2002, 18:09   #7
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Re: Government Specific Buildings.
Quote:
Originally posted by kmill25
Do they exist?
And if so what are they?
They only exist if you make them yourself. At this moment, the default game doesn't use them, though that might change with PTW.
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Old July 2, 2002, 18:13   #8
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So is it possible to amplify the effects of existing improvements, using the editor, under certain government types...?

For example, the new government type "fundamentalism", recently added in the editor, could double the effect of all religious improvements...if this were the case then maybe customized government types would have the ability to be more than simple variations on the default ones.
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Old July 2, 2002, 18:15   #9
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Quote:
Originally posted by kmill25
Well I'll do some playing around in the editor. For example I'll make the court house specific to say representative govts and see if the effects go away with say, monarchy.
Yes they will. The building will disappear from you city/build list, along with any effect they have. It will be like it doesn't exist. But if you go back to the gov that allows them, they will reappear.
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Old July 2, 2002, 18:28   #10
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Quote:
Originally posted by David Murray
So is it possible to amplify the effects of existing improvements, using the editor, under certain government types...?

For example, the new government type "fundamentalism", recently added in the editor, could double the effect of all religious improvements...if this were the case then maybe customized government types would have the ability to be more than simple variations on the default ones.
No, you'd have to create an improvement that only a single government can make or use. You can't select multiple govs to make use of a particular improvement. For example, you could create a City Hall improvement that only a Democracy could build or gain any effects from. With any other govs, it would simply disappear from the city and build lists.
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Old July 2, 2002, 20:16   #11
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From what I remember, you CAN create an improvement which is specific to a single government, the only problem is that, if you build it and then swap governments, the effects of the building still remain!! This fact was relayed to me by both Korn and Vel, both of whom are really BIG in the Mod community! I'm hoping that this loophole was simply a result of the Unsupported editor, and that it will be fixed with the next, Editor-Specific, patch!!

Yours,
The_Aussie_Lurker.
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Old July 2, 2002, 21:04   #12
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Quote:
Originally posted by The_Aussie_Lurker
From what I remember, you CAN create an improvement which is specific to a single government, the only problem is that, if you build it and then swap governments, the effects of the building still remain!! This fact was relayed to me by both Korn and Vel, both of whom are really BIG in the Mod community! I'm hoping that this loophole was simply a result of the Unsupported editor, and that it will be fixed with the next, Editor-Specific, patch!!

Yours,
The_Aussie_Lurker.
Apparently that problem has been fixed with 1.21f. I haven't tested it myself yet though, so I can't verify. They did mention it as being resolved in the readme though.
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Old July 3, 2002, 09:17   #13
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Quote:
Originally posted by Willem

You can't select multiple govs to make use of a particular improvement.
Which is very annoying, and will hopefully be fixed.
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Old July 3, 2002, 15:18   #14
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Quote:
Originally posted by Amadan


Which is very annoying, and will hopefully be fixed.
I agree. It would be nice to have more "Either/Or" options available. For instance, religious buildings shouldn't work with Communism, at least not beyond Temple. But all other govs wouldn't have a problem with Cathedrals etc.
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Old July 3, 2002, 17:14   #15
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Quote:
Originally posted by Fitz
No. Because you wouldn't be able to change governments if you owned any without tearing them down first.
That's kooky talk. The buildings just don't do anything unless you're in the proper government.
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