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Old Oct 30, 2010, 02:12 PM   #1
KHSOLO
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Ankor Wat / Culture cost of adquiring new tiles reduced by 75%?

wth does that mean pls?
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Old Oct 30, 2010, 02:13 PM   #2
ZimbuTheMonkey
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It takes 75% less culture to accumulate before your city auto-acquires a tile.
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Old Oct 30, 2010, 02:25 PM   #3
Licinia Eudoxia
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On the city screen, look for the purple hex on the left side, it will show you how many turns until you acquire a new tile at your current rate of culture growth in that city.

I know a lot of people don't care for it, but this is one of my favorite wonders. I love spreading my cities out and controlling so much of the map.
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Old Oct 30, 2010, 02:44 PM   #4
KHSOLO
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Quote:
Originally Posted by ZimbuTheMonkey View Post
It takes 75% less culture to accumulate before your city auto-acquires a tile.
Ah, thats pretty good then

Ty !
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Old Oct 30, 2010, 02:45 PM   #5
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Was it patched in the first patch? In vanilla, it would only work for the city it was built.
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Old Oct 30, 2010, 02:46 PM   #6
Mango Elephant
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If it works for every city that'd be a bit OP.

But I still hope it was patched.
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Old Oct 30, 2010, 03:49 PM   #7
Tatran
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Quote:
Originally Posted by Mango Elephant View Post
If it works for every city that'd be a bit OP.
I agree.
The wonder only works for the city where it's built. (patch 1.0.0.621)
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Old Oct 30, 2010, 04:06 PM   #8
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Every city wouldn't be that OP, by the time you get it you don't to worry too much about expansion.
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Old Oct 30, 2010, 04:36 PM   #9
anti_strunt
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Something of an aside, it's very annoying how the description of an item is no longer directly tied to the item's code... If you changed the effect of a building in Civ 4 the description would automatically reflect that. The descriptions in Civ 5 are often vauge and misleading and since they are apparently separate text strings, a completely pointless extra potential error point... Why?
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Old Oct 30, 2010, 04:39 PM   #10
Tylerryan79
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Quote:
Originally Posted by Slowpoke View Post
Every city wouldn't be that OP, by the time you get it you don't to worry too much about expansion.
I agree, and it depends on how much culture a city has. I didn't know that it only works in the city that built it. I've been building it and thought all my borders are popping faster! It's good to know.

Off topic, have they fixed the great wall? I haven't built it because I've been afraid it still doesn't work.
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Old Oct 30, 2010, 04:43 PM   #11
Licinia Eudoxia
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Quote:
Originally Posted by anti_strunt View Post
Something of an aside, it's very annoying how the description of an item is no longer directly tied to the item's code... If you changed the effect of a building in Civ 4 the description would automatically reflect that. The descriptions in Civ 5 are often vauge and misleading and since they are apparently separate text strings, a completely pointless extra potential error point... Why?
I'm not sure how it was handled in Civ 4, as I didn't ever do mod-making, but in general, the reason for Text Strings is to make it easier to handle multiple language versions.

So in the English version it pulls up "<Angkor-Wat-descrip-EN>" but in French it will pull up "<Angkor-Wat-descrip-FR>."

I may be off-base on this.

Also, I'm sort of divided; sometimes I like when the tooltip adopts for you using variables, other times I don't. Like let's say you had a Granary or something in a city, and it gives +2 Growth. But in the capital, you have Tradition boosts for Growth, and you have a Floating Garden (Aztec building that gives +15% food).

Do you prefer it say "Gives +3 Growth in the city" when viewing it through your city screen, or would you prefer it ALWAYS say +2 Growth, and let the user account for modifiers?
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Old Oct 30, 2010, 08:12 PM   #12
KHSOLO
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Quote:
Originally Posted by DarkMaster View Post
Was it patched in the first patch? In vanilla, it would only work for the city it was built.

Well it says "in every city"
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Old Oct 31, 2010, 06:59 AM   #13
anti_strunt
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Quote:
Originally Posted by Licinia Eudoxia View Post
I'm not sure how it was handled in Civ 4, as I didn't ever do mod-making, but in general, the reason for Text Strings is to make it easier to handle multiple language versions.

So in the English version it pulls up "<Angkor-Wat-descrip-EN>" but in French it will pull up "<Angkor-Wat-descrip-FR>."

I may be off-base on this.

Also, I'm sort of divided; sometimes I like when the tooltip adopts for you using variables, other times I don't. Like let's say you had a Granary or something in a city, and it gives +2 Growth. But in the capital, you have Tradition boosts for Growth, and you have a Floating Garden (Aztec building that gives +15% food).

Do you prefer it say "Gives +3 Growth in the city" when viewing it through your city screen, or would you prefer it ALWAYS say +2 Growth, and let the user account for modifiers?
It was some time since I last modded 4 so I may be somewhat off-base too, but 4 had multiple strings for different languages and I believe they were flexible: <en>"+X% Production"</en>, where the text can be translated and the X still reflects whatever is actually written in the XML. It worked perfectly, which is why it's so bizzarre it was changed...

EDIT: Another thing, with inflexible strings you also have to have a separate one for every building, unless their effects are perfectly identical...

As for the tooltip, that should obviously depend on where you're looking. Each building should only give its own bonus to avoid confusion, while looking at City Production/Growth should add them all together, listed by source.

Last edited by anti_strunt; Oct 31, 2010 at 07:03 AM.
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Old Oct 31, 2010, 07:22 AM   #14
DashieBaby87
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Quote:
Originally Posted by anti_strunt View Post
Something of an aside, it's very annoying how the description of an item is no longer directly tied to the item's code... If you changed the effect of a building in Civ 4 the description would automatically reflect that. The descriptions in Civ 5 are often vauge and misleading and since they are apparently separate text strings, a completely pointless extra potential error point... Why?
I didn't know that, but that also sounds pretty silly to me, considering that many of the values of the game are built on XML. That's pretty bad programming b/c it makes it harder for their own programmers to update values in the future. Oh well.

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