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A category system for the build dependencies in the Sid Meyer 4X games. Jargon for exactly the same concepts: All things are built in a city and may depend on one available technology or the presence in the city radius of a special or terrain type to be buildable. Some things may also depend on the existance of a technology or building/wonder, government to be built (e.g. Fanatics, Nukes, SS Module, Mfg. Plant). In Civilization III the specials concept is split and there may be aditional building dependencies on these global specials called resources.

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  • Generalization
  • Generalization
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  • A category system for the build dependencies in the Sid Meyer 4X games. Jargon for exactly the same concepts: All things are built in a city and may depend on one available technology or the presence in the city radius of a special or terrain type to be buildable. Some things may also depend on the existance of a technology or building/wonder, government to be built (e.g. Fanatics, Nukes, SS Module, Mfg. Plant). In Civilization III the specials concept is split and there may be aditional building dependencies on these global specials called resources.
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abstract
  • A category system for the build dependencies in the Sid Meyer 4X games. Jargon for exactly the same concepts: All things are built in a city and may depend on one available technology or the presence in the city radius of a special or terrain type to be buildable. Some things may also depend on the existance of a technology or building/wonder, government to be built (e.g. Fanatics, Nukes, SS Module, Mfg. Plant). In Civilization III the specials concept is split and there may be aditional building dependencies on these global specials called resources. You may not build something if it is obsolete. Everything has a build cost in shields.
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