Stuporstar
Warlord
Thanks for pointing that out Keith, I completely missed them. Gems have now been added to the list.
Stuporstar said:1. The values for gold and gems given are correct.
Stuporstar said:One other thing I didn't do was add the base resource bonus to those particular values, which is why I wrote +6C for gold rather than a total of 7C. I guess I should include the total values as well just because it can get confusing that way.
Stuporstar said:3. Yes that +1F is not taken away from whaling boats. I thought this would be pretty obvious since I didn't mention it being taken away, but I'll go ahead and include the total value just to be extra clear.
Stuporstar said:4. Irrigation does not provide +1F, the farm does. Biology adds +1F only to irrigated farms. Your math is correct though.
Vladas said:My point is that the values of gold and gems should be reversed. Gold +7C and gems +6C (or without the base bonus: gold +6C, gems +5C).
Vladas said:You have stated earlier:
"I've recalcuated the values so that the base bonus is calculated into the improved value and reflect what you will actually get added to the base terrain."
In the instance of whaling boats (and also it looks like you stated improved value without the base bonus. It might be misleading.
Vladas said:If the farm is on bonus resources without irrigation, it provides no food by itself, just the resource value. Then irrigation adds +1F, and Biology again +1F. That was confusing me. I hope I understand it correctly now.
That would be the best way.Stuporstar said:I should probably change all of them so they follow the same standards.
Stuporstar said:Resources and Terrain Types:
These are the types of terrain on which certain types of resources are randomly generated (as derived from the CIV4BonusInfos.xml). The base terrain types are highlighted in bold text. In some cases terrain features are optional and in other cases they are required. It may be possible for resources to be generated on other terrain types not listed, but this is something I cannot verify, so I am going to stick to the lists as defined inside the original xml file.
Aluminum: Hills - Plains, Desert, Tundra
Coal: Hills - Grassland, Plains
Copper, Iron: Hills or Flatlands - Grassland, Plains, Desert, Tundra, Snow (no river)
Marble: Hills or Flatlands - Plains, Tundra, Snow (no river)
Stone: Hills or Flatlands - Plains, Desert (no river)
Uranium: Hills or Flatlands - Grassland, Plains, Desert, Tundra, Snow, Jungles (optional) (no river)
Oil: Flatlands: Desert, Tundra, Snow, Ocean (no river)
Horses: Flatlands - Grass, Plains, Tundra (no river)
Clam, Crab, Fish: Coast (Fish also on Ocean)
Corn: Flatlands - Grassland (no river)
Cow: Flatlands - Grassland, Plains (no river)
Wheat: Flatlands - Plains (no river)
Rice: Flatlands - Grassland, Jungle (optional) (no river)
Pig: Hills or Flatlands - Grassland, Jungle (optional) (no river)
Sheep: Hills or Flatlands - Grassland, Plains (no river)
Deer: Hills or Flatlands - Tundra, Forest (optional)
Banana, Dye, Sugar: Flatlands - Grassland (only with Jungle)
Spices: Flatlands - Plains, Grassland (only with Forest or Jungle)
Silk: Flatlands - Plains, Grassland (both only with Forest)
Ivory: Flatlands - Plains, Grassland (only with Jungle)
Incense: Flatlands - Desert
Wine: Flatland or Hills - Plains
Fur: Flatlands or Hills - Tundra, Snow, Forest (optional)
Gems: Flatlands or Hills - Grassland (only with Jungle)
Gold: Hills - Plains, Desert
Silver: Hills - Tundra, Snow
Whales: Ocean
* no river indicates that the <bNoRiverSide> tag is set to 1 in the xml file. I can only assume this means the bonus is not supposed to generate next to a river. This possible effect is currently unconfirmed.
Randwolf said:I've seen Oil appear in plains and in grassland/jungle
Also Uranium in grassland/forest and by a river
Might still have a game save, maybe.
Lukas901 said:Second, My question is: why would workers improve tiles wich are outside of city boundaries, wich citizens cannot work on?
Terrain Base F P C Yield Notes
Peak 0 0 0 0 Impassible
Desert/Snow 0 0 0 0
Tundra +1 0 0 +1
Sea +1 0 +1 +2
Coast +1 0 +2 +3
Inland Coast +2 0 +2 +4 Fresh Water
Grasslands +2 0 0 +2
Plains +1 +1 0 +2
Terrain Features F P C Yield Notes
Ice 0 0 0 0 Impassible
Jungle -1 0 0 -1 2mp; +50% Defense, -0.25 Health
Flat 0 0 0 0
Forest 0 +1 0 +1 2mp; +50% Defense, +0.4 Health
Hill -1 +1 0 0 2mp; +25% Defense
Floodplains +3 0 0 +3 -0.4 Health
Oasis +3 0 +2 +5 2mp; +2 Health; Fresh Water
Rivers 0 0 +1 +1 +25% Defense; Fresh Water
Settlements F P C Yield Notes
Basic Value +2 +1 +1 +4
on Plain/Hill 0 +1 0 +1
next to River 0 0 0 0 +2 Health
on Commerce Resource 0 0 +1 +1 Need River
on Food Resource +1 0 0 +1 Need Grasslands/Flat
on Production Resourc 0 +1 0 +1 Need Plains/Flat
on Production Resourc 0 +2 0 +2 Need Plains/Hill
Improvements F P C Yield Notes
Farm +1 0 0 +1 Need Fresh Water
+Biology (Non-irrigat 0 0 0 0 Need Biology, no Fresh Water
+Biology (Irrigated) +1 0 0 +1 Need Biology + Fresh Water
Mine 0 +2 0 +2 Need Mining + Hill
+Railroad 0 +1 0 +1
Cottage 0 0 +1 +1 Need Pottery
Hamlet 0 0 +2 +2 10 turn from Cottage
Village 0 0 +3 +3 20 turn from Hamlet
Town 0 0 +4 +4 40 turn from Village
+Printing Press 0 0 +1 +1 Village and Town only
+Free Speech 0 0 +2 +2 Town only
+Unversal Sufferage 0 +1 0 +1 Town only
Workshop -1 +1 0 0 Need Metal Casting
+Guilds 0 +1 0 +1
+Chemistry 0 +1 0 +1
+State Property +1 0 0 +1
Windmill +1 0 +1 +2 Need Machinery
+Replaceable Parts 0 +1 0 +1
+Electricity 0 0 +1 +1
Watermill 0 +1 0 +1 Need Machinery + River
+Replaceable Parts 0 +1 0 +1
+Electricity 0 0 +2 +2
+State Property +1 0 0 +1
Lumbermill 0 +1 0 +1 Need Replaceable Parts + Forest
+Railroad 0 +1 0 +1
Resources F P C Yield Notes
Food (Base) +1 0 0 +1 Base unworked resource bonus
Production (Base) 0 +1 0 +1 Base unworked resource bonus
Commerce (Base) 0 0 +1 +1 Base unworked resource bonus
Corn +2 0 0 +2 +1 Health, Food Base, Need Farm
Wheat +2 0 0 +2 +1 Health, Food Base, Need Farm
Rice +1 0 0 +1 +1 Health, Food Base, Need Farm
Horse 0 +2 +1 +3 Production Base, Need Animal Husbandry + Pasture
Cow +1 +2 0 +3 +1 Health, Food Base, Need Pasture
Pig +3 0 0 +3 +1 Health, Food Base, Need Pasture
Sheep +2 0 +1 +3 +1 Health, Food Base, Need Pasture
Deer +2 0 0 +2 +1 Health, Food Base, Need Camp
Furs 0 0 +3 +3 +1 Health until Plastics, Commerce Base, Need Camp
Ivory 0 +1 +1 +2 +1 Health until Industrialism, Production Base, Need Camp
Stone 0 +2 0 +2 Production Base, Need Quarry
Marble 0 +1 +2 +3 Production Base, Need Quarry
Silver 0 -1 +4 +3 +1 Happiness, Commerce Base, Need Mine
Gems 0 -1 +5 +4 +1 Happiness, Commerce Base, Need Mine
Gold 0 -1 +6 +5 +1 Happiness, Commerce Base, Need Mine
Copper 0 +1 0 +1 Production Base, Need Bronze Working + Mine
Iron 0 +1 0 +1 Production Base, Need Iron Working + Mine
Coal 0 +1 0 +1 Production Base, Need Steam Power + Mine
Aluminum 0 +1 +1 +2 Production Base, Need Industrialism + Mine
Uranium 0 0 +3 +3 Need Physics + Mine
Bananas +2 0 0 +2 +1 Health, Food Base, Need Plantation
Dye 0 0 +4 +4 +1 Happiness, Commerce Base, Need Plantation
Incense 0 0 +5 +5 +1 Happiness, Commerce Base, Need Plantation
Silk 0 0 +3 +3 +1 Happiness, Commerce Base, Need Plantation
Spices +1 0 +2 +3 +1 Happiness, Commerce Base, Need Plantation
Sugar +1 0 +1 +2 +1 Happiness, Food Base, Need Plantation
Wine +1 0 +2 +3 +1 Happiness, Commerce Base, Need Winery
Oil 0 +2 +1 +3 Production Base, Need Well
Fish +3 0 0 +3 +1 Health, Food Base, Need Fishing Net
Clam +2 0 0 +2 +1 Health, Food Base, Need Fishing Net
Crab +2 0 0 +2 +1 Health, Food Base, Need Fishing Net
Whales 0 +1 +2 +3 +1 Happiness until Combustion, Food Base, Need Whaling Ship
Buildings Notes
Granary +1 Health from Corn, Rice, Wheat
Harbor +1 Health from Clam, Crab, Fish
Market +1 Happiness from Fur, Ivory, Silk, Whale
Grocer +1 Health from Banana, Spices, Sugar, Wine
Theatre +1 Happiness from Dye
Supermarket +1 Health from Cow, Deer, Sheep, Pig
Lighthouse +1 Food for all water tiles
The Colossus +1 Commerce for all water tiles, until Astronomy
Sample Combos F P C Yield Notes
Food - Corn/Wheat +8 0 +1 +9 +1.6 Health, Need Floodplains/River + Farm + Granary + Biology
Food - Corn/Wheat +7 0 +1 +8 +2 Health, Need Grasslands/Flat/River + Farm + Granary + Biology
Food - Pig +6 0 +1 +7 +2 Health, Need Grasslands/Flat/River + Pasture + Supermarket
Food - Fish +6 0 +2 +8 +2 Health, Need Inland Coast + Fishing Net + Lighthouse + Harbor
Food - Crab/Clam +5 0 +2 +7 +2 Health, Need Inland Coast + Fishing Net + Lighthouse + Harbor
Food +5 0 +1 +6 -0.4 Health, Need Floodplains/River + Farm + Biology
Food +4 0 +1 +5 Need Grasslands/Flat/River + Farm + Biology
Food +3 0 +2 +5 Need Inland Coast + Lighthouse
Commerce - Town +1 +2 +8 +11 Need Plains/Flat/River + Printing Press, Free Speech, Universal Suff.
Commerce - Town +2 +1 +8 +11 Need Grasslands/Flat/River + Printing Press, Free Speech, Univ. Suff.
Commerce - Gold 0 +4 +7 +11 +1 Happiness, Need Plains/Hills/River + Mines + Railroad
Commerce - Gems 0 +4 +6 +10 +1 Happiness, Need Plains/Hills/River + Mines + Railroad
Production - Aluminum 0 +7 +2 +9 Need Plains/Hills/River + Mines + Railroad
Production - Coal/Iro 0 +6 +1 +7 Need Plains/Hills/River + Mines + Railroad
Production - Lumbermi 0 +5 +1 +6 Need Plains/Hills/River/Forest + Railroad
Production - Mine 0 +5 +1 +6 Need Plains/Hills/River + Mines + Railroad
bhchan said:I intend to use it to roughly calculate the 20-tile yield potential around a settlement site and mark out how to optimize the site.
Lukas901 said:Does this apply to food as well, like a city that has 2 fish nets being worked by citizens, and then a third fish ressource appears outside the city radius, inside the culture radius. Would there be any benefit to sending a work boat?
Lukas901 said:Or more simply, is there any reason to putting a farm, regular with no specific ressource, outside of city radius? Or mining a hill, again outside city radius, that has no ressources?
DaviddesJ said:Definining "yield" as the equally weighted sum of food, production, and commerce, isn't very useful imho. Generally, food is worth more than production, and production is worth more than commerce.
Lukas901 said:Does this apply to food as well, like a city that has 2 fish nets being worked by citizens, and then a third fish ressource appears outside the city radius, inside the culture radius. Would there be any benefit to sending a work boat?
Lukas901 said:Or more simply, is there any reason to putting a farm, regular with no specific ressource, outside of city radius? Or mining a hill, again outside city radius, that has no ressources?