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Author Topic: Buildings constraints  (Read 2062 times)

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Offline Fabio

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Buildings constraints
« on: November 30, 2009, 08:01:05 AM »
Hello,
I was thinking these days that, as we cannot have multi-tile city buildings, they could though have some constraints, which could lead to consistent/uniform looking blocks.
E.g. pak128 Raven's Paris-style buildings, in 2/4 rotations, could have constraints to force uniform blocks.
It could work like this: if you build/upgrade a new building in tile X and in tile X+1 there's a building with a constraint, build only one of the buildings allowed by the constraint itself.

Offline prissi

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Re: Buildings constraints
« Reply #1 on: November 30, 2009, 01:15:54 PM »
There are some constrains on this in facing towards road built in. The other things can be usually achieved by setting appropriate introduction dates and climates.

Offline Fabio

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Re: Buildings constraints
« Reply #2 on: November 30, 2009, 01:56:08 PM »
But additional constraint could allow a, say, 2*2 or 3*1 building in "units" which could be either stand-alone or, when the constraints match, multiple tiles.

Offline jamespetts gb

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Re: Buildings constraints
« Reply #3 on: November 30, 2009, 04:09:33 PM »
Fabio's idea is a good one indeed!

Offline Spike

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Re: Buildings constraints
« Reply #4 on: November 30, 2009, 09:51:14 PM »
To take this idea a step further, the citybuilding AI could check upon renovation or building newly, if the new building and a neighboring can be merged, and builds 2x1 special building instead. Of course if one tile of the new 2x1 gets torn down or renovated, the other must be reverted to the former state.

But it'd be doable I think.