Thalassicus
Bytes and Nibblers
I discovered why my tourism beliefs don't work! I hadn't bothered to check until now if tourism is in the yields table because I thought they'd learned in G&K after laboriously fixing the mistake with culture from the original game. It's so obvious to put yields in the yields table! They have to waste their own time re-creating the wheel for each and every yield that isn't in the yields table, and handling every single one of those yields with a completely different and mostly-duplicated set of code. This kind of code duplication wastes time writing it all, and dramatically increases the chance of bugs... that waste even more time! It doesn't make sense!
Instead of putting 5 tourism for Hermitage in Religious Art's BuildingClassYield table, they had to create a second BuildingClassTourism table and the code to handle it. Even worse are buildings like the Eiffel Tower which have tourism as part of the main building entry! It's like we're back in 2010 with culture entries scattered all over the place, wasting time and energy when simply putting culture in the Yields table could have avoided all that extra work.
It wastes thousands of dollars of Firaxis' time and money to design code this way, and hugely limits the things mods can do with data edits alone. To accomplish anything with tourism, I'm going to have to fix their whole yield-generating tree of functions like I had to do in vanilla and G&K.
This explains why there's so few tourism effects in obvious places like the Pilgrimage belief! It's impossible to add tourism per foreign city without totally rebuilding the entire yield library to include tourism where it should have been in the first place.
I don't understand why they do these things. It wastes so much of Firaxis' money to have such disorganized code, and forces programmers to spend hours on tedious tasks that would be made easier by centralizing all the yields.
It's like how building tooltips are still written, by hand, in 9 different languages! Why? WHY! Make tooltips create themselves and save tens of thousands of dollars on translations! I wrote the code to do that years ago. Why do they still keep spending so much money on excessive translations when the whole process can be vastly simpler? Long-term contracts? I don't know...
I'll still manage to get things done, but it's going to take a heck of a lot more effort.
/sigh
/disableventing

Instead of putting 5 tourism for Hermitage in Religious Art's BuildingClassYield table, they had to create a second BuildingClassTourism table and the code to handle it. Even worse are buildings like the Eiffel Tower which have tourism as part of the main building entry! It's like we're back in 2010 with culture entries scattered all over the place, wasting time and energy when simply putting culture in the Yields table could have avoided all that extra work.
It wastes thousands of dollars of Firaxis' time and money to design code this way, and hugely limits the things mods can do with data edits alone. To accomplish anything with tourism, I'm going to have to fix their whole yield-generating tree of functions like I had to do in vanilla and G&K.
This explains why there's so few tourism effects in obvious places like the Pilgrimage belief! It's impossible to add tourism per foreign city without totally rebuilding the entire yield library to include tourism where it should have been in the first place.
I don't understand why they do these things. It wastes so much of Firaxis' money to have such disorganized code, and forces programmers to spend hours on tedious tasks that would be made easier by centralizing all the yields.
It's like how building tooltips are still written, by hand, in 9 different languages! Why? WHY! Make tooltips create themselves and save tens of thousands of dollars on translations! I wrote the code to do that years ago. Why do they still keep spending so much money on excessive translations when the whole process can be vastly simpler? Long-term contracts? I don't know...
I'll still manage to get things done, but it's going to take a heck of a lot more effort.
/sigh
/disableventing
