#Shift-clicking to quickly build districts can circumvent the requirements of said districts

1 messages · Page 1 of 1 (latest)

oak cargo
#

It is currently possible to bypass certain rules that are meant to limit the number or placement of certain districts. For example, if a rule states that a district can only be built once per settlement and must be placed next to the main plaza, players can currently shift-click to build multiple instances of that district next to the main plaza in the same settlement, ignoring the rule. To address this issue, it would be helpful if the game had a feature that checks for these rule violations and cancels any districts in the queue that violate them. Additionally, if there is a rule that only allows one district of a certain kind in a settlement, any other instances of that district within the settlement should be disabled. This is necessary to prevent players from building the district in one territory, detaching it, building the district in another territory, and rinse and repeat.

sly quail
#

does the second district actually build when you do this

oak cargo
#

Yes

#

I think it just hasn't been caught, because there are currently no cultures in the vanilla version of the game that have districts you can place only once in a settlement with certain rules.

oak cargo
#

@fierce prawn This affects your cultures a lot, for example Chileans, Saxons, Phrygians, Lapita, Teotihuacan, Malians, and probably a few more.

fierce prawn
#

Thanks for the heads up

oak cargo
#

yeah, sadly cannot fix that rn without a change

oak cargo
#

Just trying to get this some traction again. Would it be possible for the game to check the queue once techs are unlocked or a district is built? Right now, people can also fill up their queue with Archers from the ancient era, wait until Rifles, build the Archers and upgrade them for a fraction of the population and money/production cost. This is way too strong, especially since the upgrade cost in money is only the production cost of the unit being upgraded into, skipping any other unit in between. I couldn't even mod this properly, as I couldn't use any other variable other than the production cost. Civ 6 at least takes into account the unit you use to upgrade from.

green prairie
#

Shit, this is really bad bug