8.1 Great person tile improvements not accessing luxury resources

Beelzibub

Chieftain
Joined
Nov 22, 2001
Messages
62
Location
England
Great person improvements aren't accessing luxury resources properly when placed on them. I thought customs houses and landmarks were able to access them but it doesn't seem to work. Manufacturies can access strategic resources like iron but not gold, gems or silver which they ought to be able to (or at least they did previously).

And yes, this time I did remember to clear my cache and delete old versions out of my mod folder :D
 
Great person improvements aren't accessing luxury resources properly when placed on them. I thought customs houses and landmarks were able to access them but it doesn't seem to work. Manufacturies can access strategic resources like iron but not gold, gems or silver which they ought to be able to (or at least they did previously).

And yes, this time I did remember to clear my cache and delete old versions out of my mod folder :D

The way the game is designed, *all* great person buildings can hook up strategic resources because you may not know where they are when you place the great building, and then you'd have to burn the building or skip the resource. *No* great person can hook up any luxury because you know where they are and can avoid those squares.
 
I originally did have some improve luxuries, and others improve strategics. When Firaxis added my idea to vanilla (and changed it to only be strategics) I adopted their approach. Zaldron explained the reasons why. :)

Seek and I are working on updating the online documentation for the mod, but it's a lower priority than getting the mod balanced again first.
 
Don't worry about updating the website, that wasn't what I was after. At least I now know it is intentional and not a bug. However I would argue in favour of changing it back to allowing the improvements to access luxuries. before TBC i hardly ever used great people to improve tiles as it wasn't worth it, but with TBC as it was a while ago they became really worthwhile, especially if you got them early and enjoyed the benefits all game. Now they are still worth building, but if they can't go on luxuries then they take up other tiles which could be otherwise improved to provide more food and therefore population.
 
I agree it's fun to place Landmarks and Customs Houses on luxury resources instead of strategics. I do try and keep the mod close to vanilla though, and I don't think this minor difference in flavor is vital to gameplay. :)
 
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