First of all, I want to make clear that this topic is about buildings with the the "+X Trade Routes" output type (e.g. vanilla Franchise Office), not those with the "income on trade route" output type (e.g. vanillla Tower of Commerce).
1. These buildings are powered by default, but if they're disconnected, the additional trade routes will still remain, unless the resp. building is scrapped or destroyed.
2. If the energy maintenance for such a building is set to zero, then the building will not work correctly (too few trade routes) if it is already there at the start of the game. It will work correctly if it's built during the game.
Two Bugs of the "Trade Routes" Bonus Type
Moderator: thunderchero
Two Bugs of the "Trade Routes" Bonus Type
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- The_Nighthawk
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Yep, that's what I've done (originally intended to set the maintenance to zero, until I stumbled across that 2nd bug).The_Nighthawk wrote:It sounds like the best option then is to make the structures a low power, high expense building
You're right, that's a good point. I've set the energy maintenance for the Acamarian Clan Hall to zero again, thank you very muchThe_Nighthawk wrote:and can set it to zero power for minors where you HAVE to build the special structure.
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- The_Nighthawk
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Re: Two Bugs of the
if somebody only want to prevent the exploit, the buildings don't have to be set to zero energy maint., because the player need to power them to get the moral bonus anyway (with 'Disabled Buildings - Extra Morale Fix' installed).