Caveman 2 Cosmos (ideas/discussions thread)

Questions: When you leave Barter Civic and Barter Post is deactivated/removed is the +5 Crime it gives also removed from the Crime calculations? Shouldn't I see a corresponding drop in the Crime display in the city screen under Properties the next turn?

Will it also, under Special Builds on other side of city screen, be observable with appropriate changes to it?

JosEPh

The 5 crime it adds per turn is removed with it. However, whether that will result in your crime dropping, or it's rate of increase merely slowing down, depends on whether you had already reached the equilibrium crime value for the other crime sources present. I should certainly increase by less than it would otherwise have done though, and most typically drop.
 
Thanks for the explanation Koshling. :)

Prior to Hydro's recent changes I had asked if the Barter and then Trade post +5 crime was additive(+10 total) or because the Trade Post replaced Barter Post was the +5 Crime static. Same question for all the bldg chains that have the +5 Crime, ie Harbor/port, River port/river authority, etc.. Once you upgrade is the Old value kept and the new value added on top? The display doesn't give you a clue. And is one of the reasons I've balked over Crime. If I replace one bldg with another was I in fact adding more Crime.

JosEPh
 
@Taxman66

According to the stats a Trading Post needs ...

Trading Post
Req Tech: Trade
Req Resouces: Wood OR Bricks

That's it. No city size requirement not trade route requirement (don't think there is such a requirement tag).

Just to be clear your not talking about Barter Post right? That requires Barter Civic.

Yes, I'm talking about Trading Post & Trails.
Trading Posts are important because they are a requirement for additional buildings (Bazaar, Grocer, etc...).

TRAILS & TRADING POST don't even show up on the available buildings list (I have the switch on that shows, but darkens out, the unavailable buildings. Trading Posts & Trails just plain don't show up and thus can't be selected). I can put them in via world builder and they stay active if I do (they don't deactivate like putting a resource dependent building in a city that doesn't have the resource).

Those buildings show up and are selectable on mainland cities, including just settled cities. Therefor I can only assume that there is some condition that is being returned as False that should be True... and I would presume it has to do with coastal routing?
 
Thanks for the explanation Koshling. :)

Prior to Hydro's recent changes I had asked if the Barter and then Trade post +5 crime was additive(+10 total) or because the Trade Post replaced Barter Post was the +5 Crime static. Same question for all the bldg chains that have the +5 Crime, ie Harbor/port, River port/river authority, etc.. Once you upgrade is the Old value kept and the new value added on top? The display doesn't give you a clue. And is one of the reasons I've balked over Crime. If I replace one bldg with another was I in fact adding more Crime.

JosEPh

Any building upgrade should completely override the building its upgrading from. The tags should all work in that manner regardless of what effect they have. It almost always appears to be that whatever is being listed as the effects of a building are for the building alone so if you were to get a true view of the difference an upgrade building will be bringing, it'd be necessary to subtract out the effects already present on the building to be overridden. Thus, if a building lists +5 crime and the next in the upgrade chain states +5 crime, there would be no added crime over what the previous is already giving.

The values listed under 'Actual' are approximations of this on many tags but it hasn't been fully updated to incorporate all tags (and can be very inaccurate about its calculations on others...) so shouldn't be taken as gospel.
 
Thanks Tbrd.
This makes these upgrade paths more palatable for this old man and should help in my understanding and handling of Crime in the Mod. Now I won't be as hesitant or avoid these chains as before.

Now if only the Research bldg chains could get tweaked. If I have to pay more for a Library/etc., I feel I should be getting more from it in terms of :science: and :culture: than I am now.

JosEPh
 
Those buildings show up and are selectable on mainland cities, including just settled cities. Therefor I can only assume that there is some condition that is being returned as False that should be True... and I would presume it has to do with coastal routing?

Show a picture. If it is coast/ocean/coast you can cross the ocean if it is inside your cultural borders but trade can't cross it until optics or astronomy. Without a picture/save game it is very hard to diagnose.
 
Lets see if I can get you a picture and/or a save game.
Not sure of the size rules for pictures and save files so I'm experimenting a bit here.

It looks like I didn't need to shrink the picture so much, but it does shows the two island cities clear enough.

Is the problem the fact that the path of pure coastal tiles from each island city to the capital not all in culture/owned tiles? The Southern city can trace a path to the capital through culture tiles if it is allowed to trace a path that goes land/land/coastal/coastal.

As I mentioned above both of those cities do have active trade routes due to the Great Lighthouse.
 
Usually there is no need to shrink a jpg format picture. The existence of trade routes are not necessarily an indication of connection to your trade network, since a city isolated from your trade network may be connected to another nations trade network and so get trade routes there. Everything looks fine in your picture, so I will need to look at the save game.

Edit I can find absolutely no reason why you can't build the Trading Post in Yaroslavl'!
 
Yes, I'm sure. The smaller North East City was recently settled and it too can't build Trading Posts.

Note I also can't build Trails in either city.

The buildings just plain don't show up in the selectable list of buildings. Note I do have the settings set so that even unavailable buildings are displayed (they are just darkened and have the red text explaining why you can't build them). I can't tell what the 'red' failed condition is as I don't even have the buildings in the list.

When I get a chance I can add Optics (?) tech and/or the Astronomy (?) tech via world builder and see if that changes anything. I'm not sure what else to try. Obviously, I can just cheat them in, but if this is a bug it should be reported. Maybe I should just post over on that thread
 
I think the problem with the trading post is a tag left to what it was set to before its use was changed.

BUILDING_VIKING_TRADING_POST (as it is called in Hydro\Tweaks_CIV4BuildingInfos.xml) has iMinAreaSize set to 10. It does not have bWater set. This means it requires the land mass the city is on to have 10 plots for you to be able to build it.

I expect this is a holdover from when it was what the tag indicates: the Viking UB which replaced the lighthouse in BtS. Lighthouses and trading posts both require a city on the coast of an ocean determined via the bWater tag and a minimum area size of 10 - that combination checks the size of the body of water the city is on to make sure it is size 10.

So the bWater tag was changed to 0, but the iMinAreaSize was left at 10.

Also, it does not appear to require wood or bricks or any bonus at all.
 
I think the problem with the trading post is a tag left to what it was set to before its use was changed.

BUILDING_VIKING_TRADING_POST (as it is called in Hydro\Tweaks_CIV4BuildingInfos.xml) has iMinAreaSize set to 10. It does not have bWater set. This means it requires the land mass the city is on to have 10 plots for you to be able to build it.

I expect this is a holdover from when it was what the tag indicates: the Viking UB which replaced the lighthouse in BtS. Lighthouses and trading posts both require a city on the coast of an ocean determined via the bWater tag and a minimum area size of 10 - that combination checks the size of the body of water the city is on to make sure it is size 10.

So the bWater tag was changed to 0, but the iMinAreaSize was left at 10.

Also, it does not appear to require wood or bricks or any bonus at all.

So changing iMinAreaSize to -1 would fix it?
 
I expect so, but the "normal" setting for it is -1 so I would go with that. [Edit: this now sounds silly - I though you said 0... Maybe you switched it to -1 in your post when I wasn't looking.]

By the way: BUILDING_TRAILS in Hydro\Transportation\Transportation_CIV4BuildingInfos.xml has this same setting of 10 for that. So do BUILDING_PAVED_ROADS, BUILDING_ROADS, BUILDING_ASPHALT_ROADS, BUILDING_SKYROAD_TOWER, BUILDING_TELEPORT_BOOTH, BUILDING_TRAFFIC_SIGNALS, BUILDING_STREET_LIGHTS, and BUILDING_ROAD_SIGNS. Fun with copy & paste.
 
I think the problem with the trading post is a tag left to what it was set to before its use was changed.

BUILDING_VIKING_TRADING_POST (as it is called in Hydro\Tweaks_CIV4BuildingInfos.xml) has iMinAreaSize set to 10. It does not have bWater set. This means it requires the land mass the city is on to have 10 plots for you to be able to build it.

I expect this is a holdover from when it was what the tag indicates: the Viking UB which replaced the lighthouse in BtS. Lighthouses and trading posts both require a city on the coast of an ocean determined via the bWater tag and a minimum area size of 10 - that combination checks the size of the body of water the city is on to make sure it is size 10.

So the bWater tag was changed to 0, but the iMinAreaSize was left at 10.

Also, it does not appear to require wood or bricks or any bonus at all.

Thank you for finding this! I shall fix it ASAP.

EDIT: Looks like Trails and its upgrades had the same problem. I fixed them and the Trading Post. Thanks for finding that bug you guys.
 
Has anyone else noticed the Tax number in the Financial advisor being calculated to ten decimal places?:eek: I wonder if that has anything to do with the long turns.
Floating point numbers on computers always have that kind of precision (it does not cause a slowdown). Usually you don't display it though.
 
Yeah, calvitix fixed that, the slowdown was due to Koshlings dirty methods for maintenance.

No, it was due to me having left in a force recalculate that got execute very frequently, which I had the for debugging purposes to check for discrepancies while I was debug, and forgot to remove.
 
No, it was due to me having left in a force recalculate that got execute very frequently, which I had the for debugging purposes to check for discrepancies while I was debug, and forgot to remove.

Oh, sorry, one way or another it should be fixed now.
 
Guys I would humbly suggest to remove or at least lower purely defensive units (town watchmen etc.) because AI cant use them properly. I saw many times how AI built most of its army of this kind of units and them send them to offensive. In most of games, I see this scenario. AI march towards enemy city, half of its army are units specialized in city defense.. They come there, AI counts odds(If I understand this right... I don't actually know on what ground it decides whether to attack or not), figures out that the city can not be taken, so it circles around a few dozens of turns and then return. In the meantime of this useless and expensive campaign I evolve, settle new cities and usually before middle ages there is no one able to match me and before renaissance I can actually conquer or raze all the discovered world(if I want to). I think there is still much work needed to be done on AI campaigns cause it just conquer too few cities and build useless units most of the time instead of conquering, settling and developing cities. I know its not easy to set this right in a complex mod like this, but if AI can do it right in vanilla civ, it should do it here too.
 
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