I can build baths when my city is on a river and I can build gardens too. I do have other mods enabled but I doubt they are the reason since they do not mess with buildings or rivers.
Still not sure I understand. In any case, the functionality is designed around owned trade routes, not all trade routes - that's a design element of the DLL.
G
I think he's saying that the description "+X gold to Trades Routes to and from this City" that can be found on certain buildings on markets and such is misleading. Imagine I own a city that has a market there, let's call that city Mecca.
The bolded part of the building description at question - "+X gold to Trades Routes to and from this City" - makes me think that each TR that somebody sends to Mecca will generate +X gold for him.
Now this part - "+X gold to Trades Routes to and from this City" - makes me think that each TR I send from Mecca will generate +X gold for me.
In reality, the first part is true while the second isn't. If I'm not mistaken, each TR that somebody sends to Mecca will generate +X gold both for himself and me at the same time. So unless the in-game description of this ability is different (can't check now), it lacks clarity. I hope I've understood Zarrk right.
No, you're wrong on this. If you have 0 % in all modifiers (i.e. no bonus from trade route, no bonus from shared religion, no bonus from propaganda from diplomat, no bonus from open borders, no penalty from different ideology), the tooltip will say 0 %, but you will still get your native (unmodified) tourism value to that civ. The modifier is additive, when it says "+171 %" that is in fact 171 % in addition to the native yield.Fairly certain that the function gives you that % of your actual tourism, not that + your tourism. The numbers match up if you take your tourism per turn and multiply it by 171. So you're getting 171% of your tourism with Germany, not 271% (as your own calculation would give you).
G
I think he's saying that the description "+X gold to Trades Routes to and from this City" that can be found on certain buildings on markets and such is misleading. Imagine I own a city that has a market there, let's call that city Mecca.
The bolded part of the building description at question - "+X gold to Trades Routes to and from this City" - makes me think that each TR that somebody sends to Mecca will generate +X gold for him.
Now this part - "+X gold to Trades Routes to and from this City" - makes me think that each TR I send from Mecca will generate +X gold for me.
In reality, the first part is true while the second isn't. If I'm not mistaken, each TR that somebody sends to Mecca will generate +X gold both for himself and me at the same time. So unless the in-game description of this ability is different (can't check now), it lacks clarity. I hope I've understood Zarrk right.
No, you're wrong on this. If you have 0 % in all modifiers (i.e. no bonus from trade route, no bonus from shared religion, no bonus from propaganda from diplomat, no bonus from open borders, no penalty from different ideology), the tooltip will say 0 %, but you will still get your native (unmodified) tourism value to that civ. The modifier is additive, when it says "+171 %" that is in fact 171 % in addition to the native yield.
I did some more research into this, loading an old save. I tried to start a Carnival and play a couple of turns to monitor the Tourism growth, and then play the same turns without the Carnival and compare the numbers. A couple of things are obvious:
1) Even though the tooltip claims an additional +100 % Tourism from Carnival, these extra 100 % are not added. As you can see from screenshots below, even though it says +111 % to Germany in the first screenshot and +211 % in the other, in both cases the actual Tourism growth is listed as +1536, consistent with +111 % on top of the raw yuild of 728.
2) The actual tourism growth is +1536 points, identical to the listed number, so that info is correct.
3) When starting the Carnival, raw Tourism goes up from 728 to some 1030 or so, ie. a 40 % growth in raw tourism. Why is that? Is this consistent with the changed Brazil UA?
Perfect, thanx!I'll give it a look.
G
No, you're wrong on this. If you have 0 % in all modifiers (i.e. no bonus from trade route, no bonus from shared religion, no bonus from propaganda from diplomat, no bonus from open borders, no penalty from different ideology), the tooltip will say 0 %, but you will still get your native (unmodified) tourism value to that civ. The modifier is additive, when it says "+171 %" that is in fact 171 % in addition to the native yield.
I did some more research into this, loading an old save. I tried to start a Carnival and play a couple of turns to monitor the Tourism growth, and then play the same turns without the Carnival and compare the numbers. A couple of things are obvious:
1) Even though the tooltip claims an additional +100 % Tourism from Carnival, these extra 100 % are not added. As you can see from screenshots below, even though it says +111 % to Germany in the first screenshot and +211 % in the other, in both cases the actual Tourism growth is listed as +1536, consistent with +111 % on top of the raw yuild of 728.
2) The actual tourism growth is +1536 points, identical to the listed number, so that info is correct.
3) When starting the Carnival, raw Tourism goes up from 728 to some 1030 or so, ie. a 40 % growth in raw tourism. Why is that? Is this consistent with the changed Brazil UA?
Playing 3/8 CP, with Hotseat via Advanced setup mod, but no other mods.
If Player 2 starves a city, the starvation is doubled. There are two notifications of starving city and the city suffers for example -4 instead of -2. If Player 1 does the same, everything works as it should.
This bug appeared in one of the betas leading up to 3/8, but I can't pinpoint it exatly. If I should guess, I believe it might have appeared in relation to a fix Gazebo did regarding when the food count and growth in a city is calculated, it used to be first but was moved last to fix an exploit.
That fix has been around for some time, so I don't think it was that. Keep an eye on it, and also make sure you aren't experiencing any mod conflicts.
G