8.7 Extra culture from resources not counted

Maniac

Apolyton Sage
Joined
Nov 27, 2004
Messages
5,603
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Gent, Belgium
The extra culture you should get from certain resources near a city with a Temple or Monastery does not seem to get counted.

Attached are two screenshots.

Porto Alegre has a Monastery and is working a Dye resource. However it is only receiving 2 culture. Shouldn't it be 4?

Piratini gets 10 culture from buildings. That's 4 from the Cannibal Altar (unique Tupi building), 3 from the Temple, 1 from the Opera House, 2 from the Monument. However there are two Dye resources worked by Piratini. Shouldn't the city receive an extra +2:c5culture:?
 
Thank you for pointing this out. I've found the problem and it will be fixed for the next version. I'd recently started working on replacing some buggy vanilla functions, and forgot to finish the resource scanner. :)


Some side notes:

The first city there has a Monastery, but not a Temple. Clothing for spiritual ceremonies around the world is often more elaborate than everyday wear, so Temples benefit from nearby clothing resources (cotton, fur, silk, dye). Monasteries often use simpler clothing and wouldn't have as much use for fancy textiles.

Culture was coded separately from the other yields. I'm not sure why this was done, as it resulted in bugs and inconsistencies across the core game. I've gradually been fixing these problems, which in this particular case are:

  • Instead of the yield coming from the tiles, the game counts each improved resource in the city radius, and adds the total to the building. This leads to two inconsistencies compared to other yields:
    • Must be improved.
    • Does not need to be worked by the city.
  • It used to count each type of resource only once, ignoring duplicates. The tooltip made this extra-confusing when compared to other yield-improving buildings. Firaxis changed this to match other resources a few months ago, but introduced a new bug in the process.
  • It now counts the number of resources instead of the number of tiles, therefore counting a size-4 iron deposit four times - unlike the mechanism other yields use.
I've put reverse engineering the resource-scanning function onto my todo list, which will fix these problems for the next release of CiVUP.
 
The first city there has a Monastery, but not a Temple. Clothing for spiritual ceremonies around the world is often more elaborate than everyday wear, so Temples benefit from nearby clothing resources (cotton, fur, silk, dye). Monasteries often use simpler clothing and wouldn't have as much use for fancy textiles.

Sorry, I miswrote. Porto Alegre has a Wine resource, not Dye.
 
I also have this bug, my current game version is .91 I believe. In my case I have a monastery with 3 sources of Incense, however none of the Incense i producing extra culture. As you can see I have a culture of 6, which is the monument, monastery, and burial tomb. I'm working one of the Incense so it should go up to 8.

Thanks and hope this helps.
culture%252520bug.jpg
 
Thanks! Have you gotten any sneak preview of what the dll will allow now that it's been stated its being polished for release?
 
I'm not in the Frankenstein test group, who are the ones that get those previews. I do have plans (link) though I'm not sure how much time I will have to pursue all those things. :)
 
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