+6 Culture for Horse?

The screenshot shows a pasture. Bridger, which of these happened first?

  • Horse tile entered cultural borders.
  • Dojo built.
Doing these in a different order runs different code, so this info will help me identify which section to focus on.
 
The screenshot shows a pasture. Bridger, which of these happened first?

  • Horse tile entered cultural borders.
  • Dojo built.
Doing these in a different order runs different code, so this info will help me identify which section to focus on.

I am almost certain I built the Dojo very early, and the Horse didn't get absorbed by the capitol until i had built quite a few military units.

What's strange is that the horse on the city next to my capitol is producing 4 culture, not 6. I have a Dojo in that city as well, but I cannot recall when it was built.

Sorry I didn't put it in bug reports initially. I thought I was missing something.
 
The issue is certainly that the code function for the Dojo is being run several instances (as the Dojo simply directly adds culture to the Tile). Thal just needs to dig out what order of operation is causing the multiple runs.
 
I just built a dojo in another city that has had horse with an improvement for a while. That dojo increased the culture to 2 like it was supposed to.
 
Just out of curiosty, have you saved, then loaded this game at all?

If so, I think I know the problem, being that the game "reacquires" every plot on savegame load for every player, meaning Events.SerialEventHexCultureChanged.Add(PlotAcquired) might fire for the Horses every load.
 
I had plus 5 culture on incense and plus 4 on dyes in the last game. It's nice because culture accumulates too slowly in VEM relative science.
 
@Sneaks
Good point, I'll do some testing.

@gdwitt
Cultural victories can be achieved by the industrial era. If policies came faster, it'd likely be impossible to counter AIs going for a culture victory on continents separated by ocean.
 
Just out of curiosty, have you saved, then loaded this game at all?

If so, I think I know the problem, being that the game "reacquires" every plot on savegame load for every player, meaning Events.SerialEventHexCultureChanged.Add(PlotAcquired) might fire for the Horses every load.

I believe I did load it yes. At one point I misclicked thinking I was moving a spearman but actually moved my worker right next to a barbarian (really wish there was an undo button for movement as long as you didn't reveal any FoW).
 
Running 108, I am observing a similar issue, but for me it is +5 culture on cotton.
Spoiler :

CultureBug-1.jpg



Just out of curiosty, have you saved, then loaded this game at all?

If so, I think I know the problem, being that the game "reacquires" every plot on savegame load for every player, meaning Events.SerialEventHexCultureChanged.Add(PlotAcquir ed) might fire for the Horses every load.
This sounds like a plausible explanation.
 
A possibly related problem, 108.3:

I'm playing a Caribbean civ which has unique Lighthouse, Harbor and Seaport buildings which provide +1 culture on each sea resource.

1) Building these buildings simply don't supply this bonus, even though the civilipedia states it does.

2) I can't hurry these three buildings (I can all others), but when I click on their name, one culture gets added to a one sea resource tile, ad infinitum. Screenshot supplied to show this.
 
A possibly related problem, 108.3:

I'm playing a Caribbean civ which has unique Lighthouse, Harbor and Seaport buildings which provide +1 culture on each sea resource.

1) Building these buildings simply don't supply this bonus, even though the civilipedia states it does.

2) I can't hurry these three buildings (I can all others), but when I click on their name, one culture gets added to a one sea resource tile, ad infinitum. Screenshot supplied to show this.

I had a bug where I was trying to hurry a building and instead of producing the building it just seemed to deduct 10 gold from my treasury each time. I remember it was something that cost 500 gold, but not sure what.
 
Judging from a very quick glance at the VEM 'culture from resource' code, it also seems like a resource's yield can only be modified once, thus making impossible the Caribbean civ's trait yield of three building each providing +1 culture to a plot.

I don't remember, what were the problems with the vanilla implementation that lead to retro-engineering it?
 
v108.3beta I am using.
Dojo built in the north and the south city. In the north there are 2 titles with horses, the first gives 2 culture but the second (got it later) doesn't. The southern has a source of iron and also no culture from it. In both cases titles with these sources were bought/purchased while dojos had been built earlier.

Here are set of files (mods,2 saves,cache etc.)
http://www.speedyshare.com/files/30365182/dojo_no_culture.rar

How to attach files in this forum?

The title with iron might have been added to the city by normal cultural border expanding. I am not sure about this.
 
Sorry for my English. I'm very appreciate this mod. Now I play Japan - v108.3 Beta. When I buy "dojo" this building don't dissapear from left bar viev of the city and don't appear on the right , but I can buy "dojo" permanently for abaut 10 coins and this always add +2 culture to iron mines. When I buy "dojo" 3 times this add +6 culture, when I buy "dojo" 5 times, this add +10 culture
 
@Maniac
Hmm... multiple buildings improving the same resource will be difficult. It'll require storing a table in the savegame... I'll put it on my todo list. These were the problems with vanilla:
  1. Vanilla counts resources instead of tiles, so a 4-size iron deposit gave +4:c5culture: from the Dojo. This is inconsistent with other resource-boosting effects.
  2. Vanilla adds culture to the city instead of the tile, another inconsistency.
  3. Vanilla uses a different internal code table for culture than other yields.
I've found and fixed these problems for v108.4:

  1. Purchasing the buildings works again.
  2. Acquiring tiles correctly improves the resource again.
 
Back
Top Bottom