[3.5.3] Wrong yields displayed in city view

skodkim

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Hi

With a new game using CEP/CAT 3.5.3 (no other mods) and cache cleared prior to starting the game, I've found that the info you get on yields when you move the mouse over "Culture", "Production" og "Gold" is wrong in the city view.

Tested with a new game at turn 1 so I had only the Capital city, e.g. only the Palace and Great Hall Buildings - no techs, trade routes, policies etc. This should give a total of 4 Culture, 4 science, 4 Gold and 2 Production as shown in the attached screen shots.

As also seen in the screen shots the summary of where e.g. the culture is coming from is off. In this case it says 4 total in the city screem (which is correct) but when you move the mouse over the "Culture" field it says "6 from Buildings". It's the same with gold, production and science (not food, haven't tested Faith and tourism). This is pretty annoying when evaluating city yield outputs.

Some screen shots are seen below and logs are attached.

\Skodkim
 
The buildings tab says "Palace (FREE) (2)". The Capital gives a free Palace, and you get a free Palace in your first three cities (as a temporary solution). Could it be that the tooltip calculation assumes there are two Palaces present?
 
The Palace is shown as (2) because it is including the FreeBuildingThisCity="BUILDINGCLASS_GREAT_HALL"

This, "Great Hall", is an 'invisible' building that gives 2:c5production:, 2:c5gold:, 2:c5science: and 2:c5culture:.
So the totals from all buildings, Capital, Palace & Great Hall is correct.

As to whether 2 new buildings , Palace & Great Hall, are needed to correct/adjust/modify the initial values of the game, that's a discussion for those more in tune with gameplay dynamics!.:) That definitely isn't me.:confused:
 
I'm having a hard time understanding what's happening here based on your replies but I guess the conclusion is that totals from buildings are ok - that's good!

\Skodkim
 
Sorry, I don't mean to be cryptic.

What I mean is that in a functionality discussion, yes everything is working as it should.

However, as I don't have that large an input to the gameplay mechanics like this sort of thing (where and how yields are generated to compensate for game errors. etc.) I can't say if having these buildings is actually the best result. The fact that one of them is invisible means that the user, like yourself, isn't in a position to verify the results without having to delve into the background. Seems to fly in the face of providing tooltips for extra information.:D

I do however trust Thal's judgment and his experience. :king: If he reckons it is needed, then it is needed.
 
@ExpiredReign

Thanks for the explanation. I also trust Thals judgement - if that's how its intended to be then that's how its going to be.

What I still don't understand is:
  1. Is it intended that there is two great halls in the capital?
  2. Are great halls given to the first three cities (without the old policy in GEM that used to trigger this)? That's how I read locksteps reply.

\Skodkim
 
No, there aren't two Great Halls.

What happens is there is a new building, the Palace and as a part of its abilities is the granting of a free building, the Great Hall.

The difficulty in understanding this process is the fact that the Palace is visible in the city view whereas the Great Hall isn't, it is invisible.

Probably best to make them either both visible or invisible. Along with a description describing the process in yields display. I think the setup is a bit clunky at the moment.

These buildings should only occur in your first three cities.
 
ExpiredReign: I dont think there are any invisible buildings. The "PALACE" (internal name) is actually called "Capital" in the city view, while the "GREAT_HALL" is called "Palace". (The incorrect tooltip may result from the fact that the first three cities receive a free Palace, plus the Capital also grants a free Palace.)

Anyhow, the multiple free buildings are only a temporary solution until Thalassicus reenables National Yields.
 
Wow, do I feel stupid now.:blush:

Of course you're right. It makes more sense now. Thanks @lockstep.
Sometimes I get stuck in a thought process and miss the obvious.:crazyeye:

Edit:
Although, that now makes the yields all wrong again and what is causing the "(2)" in the city view next to the Palace building? How can you get doubled buildings? You'd think the game would choke on errors like that.
Even if it is a temporary solution it would be good to know for sure why the yields are doubled for the Palace, I think you are right though.

Unfortunately, with my last post, that isn't a ringing endorsement. :)
 
Even if it is a temporary solution it would be good to know for sure why the yields are doubled for the Palace

IMO, this tooltip (?) bug is another reason to discard the "free buildings in your first three cities" temporary fix with a buffed capital-only Palace (similar to the unmodded game) until national yields are possible.
 
I had another look at the code, this time with my eyes open.
Why bother renaming the Palace to be the Capital and then make the Great Hall to be called the Palace? Who does that? Why?:eek:

I can only conclude that, in the words of Admiral Ahkbar "It's a trap!":p

Temporary fixes, by their nature, are dodgy. So let's hope some other solution comes along quickly.
 
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