Sid Meier's Civilization VII

Sid Meier's Civilization VII

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I hate overbuilding
Anyone else?
I wish they would remove it and instead make every district take 4 buildings instead of 2.
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Showing 1-15 of 32 comments
Yes and no.

I think there needs to be a slight upping of how many things can exist in one spot. So, it'd be great to have 3 or 4 buildings per tile, and I agree there.

But overbuilding is one of the things that Civ 7 does actually get right. There was nothing worse in Civ 6 than to build a science district and when a strategic resource tech pops see three oil adjacent to it. Why was that bad? Because you couldn't overbuild or remove anything, so the industrial district you wanted to place there for that adjacency that now exists could never move in.

Overbuilding could give the player the choice of what to replace... that is definitely an upgrade that should happen. But removing overbuilding entirely would remove something that Civ 6 players wanted and asked for in terms of QoL.
Last edited by Aluminum Elite Master; Feb 21 @ 5:29am
I wonder if modders will be able to do that? I would like to see some change here. Maybe just a tooltip to explain what we’re losing and what we’re gaining.
The tooltip that displays exactly what is lost and what is gained when overbuilding is just CRUCIAL.
Endemize Feb 21 @ 5:32am 
Originally posted by DadouXIII:
The tooltip that displays exactly what is lost and what is gained when overbuilding is just CRUCIAL.
This
Originally posted by DadouXIII:
The tooltip that displays exactly what is lost and what is gained when overbuilding is just CRUCIAL.

Yep, this too.

Overbuilding needs to give a choice of what to replace, and it needs to show a compare-contrast of the yields between the new building and the old before you confirm.

It's a good system badly implemented, right now. Just needs improving.
gmsh1964 Feb 21 @ 5:54am 
I am hating everything with the overbuild. I thought I had it figured out and I am in the Modern Age. You start with a building that makes a lot of food (cannot remember the name, but it is there on turn 1). I go to a City build menu and I search for another old (not ageless) food building that is less efficient and I want to place the newer and more effective food building in that hex. When I click to build it selects THE OTHER building to replace iwhich is not food, its Culture or Religion!
Honestly, this is not intuitive at all. In fact, I tried several of these replacing old building withe more effective new buildings of the same output (food over food, culture over culture, etc..) and it seemed to work 1 out of 4 times.., how come it does not work ALL the time. I am frustrated, I need to take the day off.., if I can. Great game, but damn-it!
DadouXIII Feb 21 @ 5:55am 
Yeah I agree that it's also important that they let us choose which building to replace on a district if it's made of 2 old buildings.
gmsh1964 Feb 21 @ 5:56am 
That is a great idea.
It's one of the features I enjoy. The tooltip needs some polish, sure, some more direct upgrades would be nice (we still use Libraries in the 21st century, for example), but overall, I like it.
You don't actually need the tooltip to tell you how much you're losing when you overbuild. Every obsolete building goes down to 2 of its yield in Exploration, and 3 in Modern. So, whether you are overbuilding a library or an academy with an observatory, you are losing 2 science. The tooltip already tells you what you are gaining, and all you have to know is what type of building is being overbuilt to know exactly what yields you are losing.

I only learned this tidbit a few days ago, so, sure, they might have done a better job telling us about this. But, once you know how it works, no need to further complicate the tooltip.
Bouncer Feb 21 @ 6:50am 
Originally posted by DadouXIII:
Yeah I agree that it's also important that they let us choose which building to replace on a district if it's made of 2 old buildings.

While I do agree, don't these old buildings give very little yields?

If I wanna plonk down a +8 food building I ain't gonna mind if a +2 food or +2 science building is gonna be taken down. It doesn't seem like something that'll impact the overall city or game.
Last edited by Bouncer; Feb 21 @ 6:50am
The tools tip would be essential!
Otherwise I don`t have complains against owerbuilding, but I definitely would like to see more info what I am doing and how it affect to me
Originally posted by Bouncer:
Originally posted by DadouXIII:
Yeah I agree that it's also important that they let us choose which building to replace on a district if it's made of 2 old buildings.

While I do agree, don't these old buildings give very little yields?

If I wanna plonk down a +8 food building I ain't gonna mind if a +2 food or +2 science building is gonna be taken down. It doesn't seem like something that'll impact the overall city or game.
But if I'm not replacing the second building for some period, I'd much rather have the +2 science over the +2 food (given the ease of generating food via towns). So why not give me the flexibility to choose?
One thing they should add though is the ability to destroy your own "ageless" buildings. In the modern age, you'll want the building slot WAY more than you need to +2 food from the granary building that you built next to your capital during the antiquities era.
gmsh1964 Feb 21 @ 7:35am 
That is another thing important piece of info that is not provided. I actually think there are UPDATED ageless buidings that can replace the old AGELESS buildings, I feel like I read that somewhere. But nobody really knows.
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Date Posted: Feb 21 @ 5:18am
Posts: 32