Unofficial BTS 3.13 patch

Yes I would agree that basing your civics choice entirely on that number alone is a bad idea, which is why I haven't done it since I was playing on warlord difficulty. But if I'm already running other pro specialist civics and wonders, getting +6 science, +2 culture and some great people points might seem like a good trade off.
I was very confused once when changing from decentralization to free market seemed to give everyone else a bigger trade income than me so I stayed with decentralization. Until now I had no idea why that was happening.
Even if every decision ever made using these numbers was a bad one regardless of whether the numbers were right, is there really an argument to be made that they would have been worse decisions if they were made the correct information information?
 
Yes I would agree that basing your civics choice entirely on that number alone is a bad idea, which is why I haven't done it since I was playing on warlord difficulty. But if I'm already running other pro specialist civics and wonders, getting +6 science, +2 culture and some great people points might seem like a good trade off.
I was very confused once when changing from decentralization to free market seemed to give everyone else a bigger trade income than me so I stayed with decentralization. Until now I had no idea why that was happening.
Even if every decision ever made using these numbers was a bad one regardless of whether the numbers were right, is there really an argument to be made that they would have been worse decisions if they were made the correct information information?

I'm in favour of changing it. It's just that I personally see it as a low-priority issue.

My previous post was made to maybe help someone who is interpreting the trading import and export values incorrectly and happens to be reading this discussion.
 
I agree it's fairly low priority, but if it's an easy fix, it should be made. It's better to have no information than misleading, wrong information. Remember we're the fortunate ones who know the information's misleading and more importantly know how to interpret it correctly. Many, like Minor Annoyance before he read my post in the bugs forum, will still be oblivious and making potentially bad decisions because of it.
 
Interesting to know, but honestly I never rely on any of the in-game statistics to make decisions. Worst of all is the power graph. An AI can have three times my power in the graph and still I win easily when going to war. (I think it's mostly because a) lots of obsolete units are valued too high and b) the 'potential power' is nonsense. Having high population/much land/advanced civil techs doesn't help the least bit when the AI is invaded now.)

On the other hand I have been invaded with huge stacks in multiplayer when the power graph suggested that I had nothing to fear. Really, if someone could fix that graph to make it useful, that would be quite neat. After all AIs base many decisions on the power ranking, which leads to quite a few wrong decisions on their part...
 
I agree it's fairly low priority, but if it's an easy fix, it should be made.

I'm actually surprised that no one else posted how to fix this, given that it's an extremely simple Python change. Just modify:
Code:
fGroupImpExpRatio = 1 / (1.0 * iTempExports)
...
fGroupImpExpRatio = iTempImports / (1.0 * iTempExports)
to:
Code:
fGroupImpExpRatio = iTempExports
...
fGroupImpExpRatio = iTempExports / (1.0 * iTempImports)
in CvInfoScreen.py - line 1024.

Bh
 
Thanks, Bhruic. I never even noticed that it was inverted. Guess I'll change that script now. Will you be including this in your own unofficial patch?

Progress seems to be slowing down a bit. Think you're effectively done?
 
Well, "progress" has been slow for RL related reasons. On the other hand, most of the obvious "bugs" have been fixed. The things that are left are less bugs, and more game issues (stealth units defending, etc). I'm also working on doing some AI tweaks, which I may or may not make part of the patch. And then there's the elusive "official" patch that is going to come out at some point, and it's hard to predict what exactly it'll change.

Bh
 
Sorry for the n00b question: where should I put the file?
 
Is it just me or has anyone else noticed that resources provide commerce to cities but not production or food. Of course i'm referring to non-worked tiles and resources gained from trade.

I find it a little odd that a city can consume bananas, for instance, for health but not receive the food bonus. However, items that provide happiness will provide the extra commerce.

Because I like larger cities with more specialists, I find the extra food bonus to be vital. The extra production from metals and horses would be nice too.

Is this a bug, my computer only, or is there a philosophy behind what seems to me to be an error?

If this issue has already been addressed my apologies, There is so much volume already i couldn't possibly go through it all.
 
I'm actually surprised that no one else posted how to fix this, given that it's an extremely simple Python change. Just modify:
Code:
fGroupImpExpRatio = 1 / (1.0 * iTempExports)
...
fGroupImpExpRatio = iTempImports / (1.0 * iTempExports)
to:
Code:
fGroupImpExpRatio = iTempExports
...
fGroupImpExpRatio = iTempExports / (1.0 * iTempImports)
in CvInfoScreen.py - line 1024.

Bh

Bhruic rules!

Thanks! :D
 
Is it just me or has anyone else noticed that resources provide commerce to cities but not production or food. Of course i'm referring to non-worked tiles and resources gained from trade.

I find it a little odd that a city can consume bananas, for instance, for health but not receive the food bonus. However, items that provide happiness will provide the extra commerce.

Because I like larger cities with more specialists, I find the extra food bonus to be vital. The extra production from metals and horses would be nice too.

Is this a bug, my computer only, or is there a philosophy behind what seems to me to be an error?

If this issue has already been addressed my apologies, There is so much volume already i couldn't possibly go through it all.

The happiness items don't provide extra commerce any more than bananas with food. Resources only give things other than their happiness, or health bonus if a corporation uses them.
 
Updated the *link removed - see below for current version* to include the import/export ratio fix posted above. Also changed it so that all fixes can be selected for installation separately and added an option to replace the modified SDK files.
 
GoldenJim said:
Is it just me or has anyone else noticed that resources provide commerce to cities but not production or food. Of course i'm referring to non-worked tiles and resources gained from trade.

I find it a little odd that a city can consume bananas, for instance, for health but not receive the food bonus. However, items that provide happiness will provide the extra commerce.

Because I like larger cities with more specialists, I find the extra food bonus to be vital. The extra production from metals and horses would be nice too.

Is this a bug, my computer only, or is there a philosophy behind what seems to me to be an error?

I think you're referring to the incredibly misleading labels of hammers, food or commerce next to each resource in the city panel. Despite what they imply, resources do not give hammers, food etc to all cities - only health, happiness and the ability to build units.

Firaxis' excuse for not removing these is that they indicate the bonus the resource provides to the tile it is actually on (which still makes no sense since the labels appear for traded resources as well).

So this isn't a bug, merely an incredibly misleading par tof the interface which for some reason Firaxis refuses to fix.
 
If the resources that provide happiness don't provide the extra commerce, then where does the extra commerce that I can't account for come from? And why does the difference always match the commerce from traded resources, those that provide happiness, on my city panel. I suppose that it's possible that it's merely a glitch on my computer.

Although I noticed that when someone earlier copied his city screen with the commerce from worked tiles displayed, the same phenomenon was present.

This all, of course, is before bonuses are calculated.

Maybe I'm missing something
 
GoldenJim said:
If the resources that provide happiness don't provide the extra commerce, then where does the extra commerce that I can't account for come from? And why does the difference always match the commerce from traded resources, those that provide happiness, on my city panel. I suppose that it's possible that it's merely a glitch on my computer.

You don't get commerce from resources like that; it's the same as for hammers and food. Can you post a screenshot showing this unaccounted for commerce?
 
I'm actually surprised that no one else posted how to fix this, given that it's an extremely simple Python change. Just modify:
Code:
fGroupImpExpRatio = 1 / (1.0 * iTempExports)
...
fGroupImpExpRatio = iTempImports / (1.0 * iTempExports)
to:
Code:
fGroupImpExpRatio = iTempExports
...
fGroupImpExpRatio = iTempExports / (1.0 * iTempImports)
in CvInfoScreen.py - line 1024.

Bh

I tried the change but it doesn't work... am I wrong?
 
Thanks for your time MrCynical but I figured it out. Stupid oversight on my part. It's either that or I'm showing signs of early onset senility.
 
I was under the impression that this patch would fix the issue on showing the :culture: per turn on the mouse-over in the build menu and queue. I am missing something?
 
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