View Full Version : pop size can't exceed 6 ??


ravenone
Dec 15, 2008, 04:45 PM
okay, I can't figure out why the majority of my cities and the computer cities will not grow above population 6. Everytime anyones cities grow to 7, a immigrant is popped out and the size drops down to 6. There is no place for the immigrants to go and settle, so they just disappear.

Very frustrating to be in 1734AD with lots of techs, lots of happy and health and I can't get a city size above 6.

Ideas how to fix this, or do I need to wait for a bug fix?

rockinroger
Dec 16, 2008, 05:33 AM
make granaries, ranches and aqueducts. they do eventually grow .

FlashAron
Dec 16, 2008, 07:07 AM
it is that problem of immigration mod ... it is stupid ... in my country are driving more than 10 immigrants around ... ans most of my so called low level 6er towns have all buildings already ... so the formula that MOD is using is "stupid" ... maybe to deactivate that IMMIGRATION MOD ... which is it and how we could do it ?

THANK YOU

ravenone
Dec 16, 2008, 08:40 AM
I agree there is something buggy with the immigration mod. I have all buildings in my cities (especially since one of the "6'ers" is my capital) but still they are stuck at 6. Its strange that I have 2 out of my 12 cities that are growing with no problems, but the rest are just stangnant (even with excess food).

I too would like to know how to turn off the imm mod.

p.s. something is also hosed with the spy'ing. I have a 10K+ spy point lead over a computer player, yet I can't see their researching (even though it says I only need ~678 point advantage to see research). I do like the spy promotions though! :)

rockinroger
Dec 16, 2008, 05:49 PM
it is that problem of immigration mod ... it is stupid ... in my country are driving more than 10 immigrants around ... ans most of my so called low level 6er towns have all buildings already ... so the formula that MOD is using is "stupid" ... maybe to deactivate that IMMIGRATION MOD ... which is it and how we could do it ?

THANK YOU

You do not have to play with Immigration on, turn it off in the main mlf by setting it to <bload>0<bload>

Dreamshifter
Dec 18, 2008, 09:27 PM
I feel the need to echo that this is a definite issue. While it seems like a fun idea, something is making it malfunction, badly. If it were happening, as the civilopedia suggests, when something is drastically wrong with a city, then it would be good. If it were tied to the Revolution mod, even better. As it stands, though? If this mod is "working as intended", then it needs to be removed. Otherwise, it needs to be looked at, and fixed. I mean, really. When you can't exceed a pop of 9 (and can barely get there in the first place, and can't maintain it for more than a couple turns), and your city is growing every two turns, and you have 17 happy faces, there is something seriously wrong somewhere.

rockinroger
Dec 20, 2008, 06:43 AM
I feel the need to echo that this is a definite issue. While it seems like a fun idea, something is making it malfunction, badly. If it were happening, as the civilopedia suggests, when something is drastically wrong with a city, then it would be good. If it were tied to the Revolution mod, even better. As it stands, though? If this mod is "working as intended", then it needs to be removed. Otherwise, it needs to be looked at, and fixed. I mean, really. When you can't exceed a pop of 9 (and can barely get there in the first place, and can't maintain it for more than a couple turns), and your city is growing every two turns, and you have 17 happy faces, there is something seriously wrong somewhere.

Have you tried turning off the Immigrants mod via the MLF? Go to WoC/Assets/Modules, open up the main MLF. Scrool to Immigrants mod and change <bLoad>1<bLoad> to <bLoad>0<bLoad>. That will turn off Immigrants mod. Try that and let me know how it goes.

Wirapuru
Dec 20, 2008, 10:26 AM
First thanks Woc team, this is the mod I chose to play after trying about 4 which, unfortunately, were too buggy to at least play =/ I'm really having a very nice time playing Woc, but came here to look after exactly this issue..

I think I don't have to repeat all again because I'm experiencing exactly the same symptoms from above (lots of 6'ers, one or two random ones had transcendental growths to 12's etc) and, although burning down emmingrant rebel towns is fun and good for experience, it's really frustrating to see a city with 14 food to spare at 6 forever, expelling an immigrant at every single turn post its growing (maybe this is some bug signal? it seems like a miscoded check in there, I can't know I never opened any civ4 script..)

Anyways, besides this mess of a text I wrote (not my lnguage sorry) I'll try to disable this module like you said rockinroger but, like Dreamshifter very well spoke, if this could be fixed, and not just excluded, would be very nice, because it's a wonderful idea =] thanks again

Wirapuru
Dec 20, 2008, 05:26 PM
@rockinroger
Just to report, turning it off through the MLF didn't go, my saved game doesn't load, while the game tries to load it just closes the game without any message or error, it just closes and go back to desktop. Turning it on again ("<bLoad>1<bLoad>") made the game load normally.

mamba
Dec 20, 2008, 06:05 PM
That is a given, you would need to start a new game.

Wirapuru
Dec 20, 2008, 07:34 PM
Ok thanks for pointing that out mamba, "īll try to play as it is now then for a while because it's a great game even with all these stagnant citiies. Just one question, since I didn't see much of any other civ on this game I'm playing I can't tell (and I definetely won't ruin it by entering Worldbuilder) but does this Immigration Mod works exactly the same way for AI civs?

rockinroger
Dec 21, 2008, 02:47 AM
In my current game at 1860 i have, about 60 cities of those about 30 of them have populations over 7. Other civs also seem to have about half of them over 6 also. It really means you have to micromanage cities more. I agree it might need reduced some though. See screen shots.

Wirapuru
Dec 21, 2008, 09:47 AM
Ok I agree with the micromanagement need and all but I don't get why I have almost exactly same features, buildings, health/happiness levels in 2 cities and one is at 12 and the other stuck at 6, growing at each 2 turns and then emmigrating its population right after. Every turn I have 3-4 same messages "xxxxxx is growing to 7 next turn/xxxx has grown to size 7".

Sorry if I'm sounding repetitive, I really like the immigration feature, but I want to understand why some grow and others don't, they have the same stuff, sometimes even more better conditions, but it just won't pass 6/7, ever (sometimes it gets 8 because it's so desperately full of food, but then loses 2 pop to immigration).

Do you know if it's something about number of cities, total population by civ, something like that? Since in your game the "ratio" for player and AI cities is something like 1/2 of them have past 6 (I know this isn't the condition to grow, just looking for some pattern here) do you think there's some relation to this? Because, really, I can't find any on mine, feels almost like lottery =|

(thanks for all anyway)

rockinroger
Dec 21, 2008, 09:51 AM
Ill try to get Faichele to answer that hes the main programmer, i know he has it set to several variables via sdk, if your inclined look in the sdk with a good search program like Sadman Search for Immigrants. When he gets back today Ill ask for more in depth of whats going on.

Wirapuru
Dec 21, 2008, 10:02 AM
thanks roger, I'm a programmer myself but in a way different ambient so when I saw cpp files I didn't go much further. I did a search for 'immig' yesterday and found some files, I'll see if I find something too.

rockinroger
Dec 21, 2008, 10:02 AM
Ah I might of found something, I think the lower limit is set here in CvCity.cpp,CvPlayer& pImmigrantOwner = dynamic_cast<CvPlayer&>(GET_PLAYER(eImmigrantOwner));

int iPopulationLimit = GC.getDefineINT("IMMIGRANTS_LOWER_POPULATION_LIMIT");
if (iPopulationLimit <= 0)
iPopulationLimit = 5;

int iSpawnDenominator = 0;
for (int i = 0; i < iHowMany; i++)

So me being a novice C++ programmer it looks like if we raised that number 5 to a higher number we would get less immigrants. What do you the players think would be better? 8,9.......?

rockinroger
Dec 21, 2008, 10:08 AM
Heres a couple screen shots of my current game in year 1894. I do notice that about 75-80% of my cties is above size 6. I do know that Aqueducts help grow cities. Interesting thing I see is that large cities have food in green color, now to figure out what that means,lol.

Wirapuru
Dec 21, 2008, 10:11 AM
hm this 5 there seems more like a "safe check" in case the IMMIGRANTS_LOWER_POPULATION_LIMIT comes 0 or below that, which normally isn't the case (I suppose).

If the aim is to change this minimum I think the change should be done to this constant IMMIGRANTS_LOWER_POPULATION_LIMIT that should be somewhere on these files. It's a good change but I still think the main change should be at why it decides to lock the pop at this constant.

rockinroger
Dec 21, 2008, 10:17 AM
Again let me reiterate that Im just a novice c++ programmer, i can follow what he is doing but dont know how to adjust things, Faichele is a professional programmer, i mostly stick to XML. Im not trying to sound lame. I agree though that there shouldnt be so many Immigrants running around. Ok back to bringing in Terraforming.

Wirapuru
Dec 21, 2008, 10:39 AM
ops Roger I didn't mean to say that, when I pointed that I was just supposing too. Not only it isn't my code I'm very rusty on C++ too, so just wandering myself =P too bad we have to recompile the dll and restart a game and everything to see the results, it's better see what Faichele has to say about this like you said =]

rockinroger
Dec 21, 2008, 10:46 AM
Yeah we are discussing it now.

rockinroger
Dec 21, 2008, 11:05 AM
Ok just talked with Faichele and in WoC\Assets\Modules\Immigrants\Global Defines\Immigrants_GlobalDefines.xml we can adjust how many Immigrants per city per turn, and also the lower end they start spawning. So here we go.

<?xml version="1.0"?>
<!-- Sid Meier's Civilization 4 Beyond the Sword -->
<!-- Modified by the World of Civilization Team -->
<!-- Global Defines -->
<!-- -->
<Civ4Defines xmlns="x-schema:CIV4GlobalDefinesSchema.xml">
<Define>
<DefineName>USE_IMMIGRANTS</DefineName>
<bDefineBoolVal>1</bDefineBoolVal>
</Define>
<Define>
<DefineName>USE_IMMIGRANTS_DEBUG</DefineName>
<bDefineBoolVal>1</bDefineBoolVal>
</Define>
<Define>
<DefineName>NUM_IMMIGRANTS_PER_CITY_AND_TURN</DefineName>
<iDefineIntVal>2</iDefineIntVal>
</Define>
<Define>
<DefineName>IMMIGRANTS_LOWER_POPULATION_LIMIT</DefineName>
<iDefineIntVal>3</iDefineIntVal>
</Define>
</Civ4Defines>

The first code we can change is the number of Immigrants per turn/per city which is here. This says that there is a max of 2 Immigrants per city per turn. This can be changed from 2 to 1 per city/per turn.<DefineName>NUM_IMMIGRANTS_PER_CITY_AND_TURN</DefineName>
<iDefineIntVal>2</iDefineIntVal>


Next we can adjust the lower limit of when the will spawn<DefineName>IMMIGRANTS_LOWER_POPULATION_LIMIT</DefineName>
<iDefineIntVal>3</iDefineIntVal>. So the 3 indicates when they will start spawning, you can set that to whatever lower limit you want b4 you start spawning Immigrants.
Also Faichele saw some code he wants to adjust, which we wil get out in the next release. So for now you can adjust it how you like. Hope that helps. Im sure it will.

Wirapuru
Dec 21, 2008, 11:10 AM
Hope that helps. Im sure it will.

Totally! Thanks for your and Faichele efforts roger, I'll try in a while here, nice variables to mess with =P

(just a newb question on civ mods, this will only affect new games, right?)

rockinroger
Dec 21, 2008, 11:13 AM
You might be able to save game and reload after the changes. Lots of the xml changes i make will reload same game, not all though. you can make a backup b4 you make the changes of the global defines just in case though.

rockinroger
Dec 21, 2008, 11:14 AM
After you make changes and test it let me know what you think feels right, so i can change it for next release.

Wirapuru
Dec 21, 2008, 12:06 PM
I confess my first wish was to see those stuck cities to grow lol =) and they did! Before everything else i changed USE_IMMIGRANTS to 0, only to see it happening, and all the 6'ers started to go 8,9,10...

But, before going more on that, all the existent emmigrants (from my cities, with my banner) that were already in the map before the switch turned out to be rebel immigrants/settlers, ok no problem. Then turn after turn they kept there, no movements, nothing, still "ok" since it was a feature deactivated from nothing. Suddenly crash to desktop with Visual C++ fault dialog etc, thing that never happened with Woc before, never. Reloaded 1 turn before that, played it normally and no crashes this time, only 10 turns after it crashed again the same way.

I'm reporting this since it's something you guys are testing, not saying that it feels wrong.. I suppose a feature that was so active and intense suddenly deactivated must have messed something on a saved game, but I think it won't happen with a fresh new game, I'll test this later. Until see this I won't test the others constants, since they're irrelevant with immigration off.

rockinroger
Dec 21, 2008, 12:10 PM
Ok great I really appreciate your feedback, if it werent foryour help and all ou beta testers development would be slowed down, by the way what Civ where you playing? I hope it wasnt any of the Asian ones as I found 2 units incorrect that wil cause the dreaded CTD, but they are fixed allready.

Wirapuru
Dec 21, 2008, 12:38 PM
Aw no problem at all, really pleased to help this lil bit near all you guys do to make it work well. These last games I always played as Brazilians

agoodfella
Dec 27, 2008, 09:56 PM
rockinroger, forgive me but what is the "MLF" and how does one go about using it?

Thanks!

rockinroger
Dec 27, 2008, 10:53 PM
rockinroger, forgive me but what is the "MLF" and how does one go about using it?

Thanks!

The MLF is in Assets/Modules/Immigration/MLF_CIV4ModularLoadingControls.xml. Here you can turn off the Immigration mod by going to <Module>
<Directory>Immigrants</Directory>
<bLoad>1</bLoad>
</Module>
Change this code to<Module>
<Directory>Immigrants</Directory>
<bLoad>0</bLoad>
</Module>

Or you can go inside the Immigration mod and bump the requirements for Immigration to happen per this post http://forums.civfanatics.com/showpost.php?p=7573256&postcount=22

agoodfella
Dec 28, 2008, 06:41 AM
thanks rockinroger. what exactly does the immigration mod do?

rockinroger
Dec 28, 2008, 06:44 AM
If civs are unhappy they will leave a city and spawn else where sometimes they join a happy civ sometimes they start a new civ.

agoodfella
Dec 28, 2008, 07:01 PM
thanks rockinroger

agoodfella
Dec 28, 2008, 09:57 PM
The MLF is in Assets/Modules/Immigration/MLF_CIV4ModularLoadingControls.xml. Here you can turn off the Immigration mod by going to <Module>
<Directory>Immigrants</Directory>
<bLoad>1</bLoad>
</Module>
Change this code to<Module>
<Directory>Immigrants</Directory>
<bLoad>0</bLoad>
</Module>

Or you can go inside the Immigration mod and bump the requirements for Immigration to happen per this post http://forums.civfanatics.com/showpost.php?p=7573256&postcount=22

rockinroger,

just so that I am clear (and don't FUBAR my game innards):

1) I located this file (I assume that there is only one file and not multiple files with the same name? -- i.e. I figure I should just do a SEARCH for "MLF_CIV4ModularLoadingControls.xml")
2) Open it with Notepad
2) Change the "1" to a "0"
3) Save and close

and then I'm done? Thanks!

PsiCorps
Dec 29, 2008, 03:43 AM
The first code we can change is the number of Immigrants per turn/per city which is here. This says that there is a max of 2 Immigrants per city per turn. This can be changed from 2 to 1 per city/per turn.
Code:
<DefineName>NUM_IMMIGRANTS_PER_CITY_AND_TURN</DefineName>
<iDefineIntVal>2</iDefineIntVal>Next we can adjust the lower limit of when the will spawn
Code:
<DefineName>IMMIGRANTS_LOWER_POPULATION_LIMIT</DefineName>
<iDefineIntVal>3</iDefineIntVal>I Have changed the two figures to 1 and 10 respectively and so far i have not had any immigrants spawn, some of my cities now have 20 population.

agoodfella
Dec 30, 2008, 08:24 PM
I Have changed the two figures to 1 and 10 respectively and so far i have not had any immigrants spawn, some of my cities now have 20 population.

can someone else confirm that this is the proper method for adjusting this?

rockinroger
Dec 30, 2008, 10:16 PM
It is, in the next release i am going 1 and 8.