Capital yield BUG?

agc28

Warlord
Joined
Nov 18, 2006
Messages
220
Thanks for the mod btw, I thoroughly enjoy it...But can someone explain to me how the yield of the capital works? I have come across high-hammer capital a few times already and I am not exactly sure what triggers it...

(I haven't exactly figured out how to upload pictures yet...so bare with me)

At 4000 BC, my ottoman capital has 3 food and 7 hammer. Its a coastal capital on a plain hill next to river. Is this supposed to happen? The hammer seems a bit high..

At 1500 BC, I just noticed that the same city has 31 hammer (this is not the total hammer. This is merely the hammer created by the palace tile...my total city hammer is 64...). I only have 5 technologies (pottery, archery, sailing, mining and bronze working). I have never built any production buildings (even then, the bonus hammer shouldn't really show up in the palace tile anyways). (Buildings in this city include: Granary, Mentors, Monument, Shrine, and I also built Artemis and Terrace wonders)

(Btw, I got the 5 national happiness thing on the liberty tree. but my palace displays only 2 national happiness under the building panel)

The 7 hammer was bizarre enough. I don't understand why the 7 suddenly increased to 31 hammer for the palace tile alone. 31 hammer is sky high. I can build a settler in 6 turns on marathon speed (WTH)

of course I don't mind having high production in my capital. But this seems like a weird bug, and I feel as though I were cheating. Perhaps I am missing something important about this mod...

I'm running the latest versions of CIVUP and GEM (downloaded 2 days ago). The settings are Large islands, Deity, Marathon.
 
Btw, I heard conquering city states gives CS-yield for 50 turns (I assume 150 turns on marathon speed?)

However, I just conquered a culture CS and I got nothing. It was my first time conquering a CS using this mod so I looked at my culture and culture-per-turn very carefully.
 
Ok. I built the great lighthouse and a few more archers in my capital, now it is 1330 BC.

and the yield of the capital is 255 :hammers: (palace tile alone)!!!! I can build the harbor in 2 turns....

EDIT: this is a pretty debilitating bug now..because it takes all the fun out of the game...this is like the 3rd time it has happened in the past 2 days...(although i haven't seen a hammer yield this high before)
 
Ok. this is not limited to the capital apparently,

the 5th city I built has a population of 1, but a yield of 3 :food: 31 :hammers:. This is 1260 BC btw...
 
That also sounds like something else is happening. Post a lua.log if you could.
 
I have come across high-hammer capital a few times already and I am not exactly sure what triggers it...

A recent update to GEM caused some strategic resources, such as Horse, to spawn under the capital hex. This is a feature, intended to make civs with unique units which require Horse/Iron more balanced. However, a side effect is that cities on hills with a resource under them produce 7 hammers. This occurs even if you can't see the resource yet.

Thal hasn't called it a bug or a feature. We'll just have to wait and see if it changes.
 
The behavior he's describing is more severe than just a strategic resource tile adding to the hill under the city, it's adding a lot of hammers somehow.
 
[54229.406] Initializing Lua 5.1.4
[54465.843] InstalledPanel: Refreshing Mods
[54465.843] InstalledPanel: GetModBrowserListings()
[54465.953] InstalledPanel: Refreshing Mods
[54465.953] InstalledPanel: GetModBrowserListings()
[54465.968] InstalledPanel: Refreshing Mods
[54465.968] InstalledPanel: GetModBrowserListings()
[54467.015] InstalledPanel: Refreshing Mods
[54467.015] InstalledPanel: GetModBrowserListings()
[54538.953] LoadScreen: INFO Turn 334 5 ms loading TurnAcquired
[54539.187] LoadScreen: INFO Turn 334 2 ms loading Yields
[54539.781] LoadScreen: INFO Turn 334 604 ms loading PlotYields
[54555.359] CivilopediaScreen: SetSelectedCategory(12)
[54555.359] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[54555.421] CivilopediaScreen: SetSelectedCategory(1)
[54555.421] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[54556.218] ImprovedEvents: 2 ms loading CustomNotification.lua
[54556.265] GEA_Events: 2 ms loading CustomNotification.lua
[54556.265] NotificationPanel: 143 ms loading NotificationPanel.lua
[54556.984] InfoCorner: This is InfoCorner from the 'UI - Map Pins' mod
[54557.375] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[54560.312] ChoosePantheonPopup: 31
[54560.312] ChoosePantheonPopup: 963
[54560.312] ChoosePantheonPopup: 994
[54561.187] MapPins: 3 ms loading MapPins.lua
[54561.250] OptionsScreen: 14 ms loading OptionsScreen.lua
[54561.359] YL_EventRegistration: 11 ms loading CustomNotification.lua
[54561.390] CiVUP_Events: 2 ms loading CustomNotification.lua
[54562.937] AT_Init: 1284 ms loading Game.Fields
[54562.984] OppPopup: 33 ms loading Opp_Events.lua
[54562.984] OppPopup: 49 ms loading OppPopup.lua
[54563.000] GEAI_Events: WARN Turn 334 0.003 seconds loading EverAtWarWithHuman
[54563.640] Demographics: Dequeuing demographics
[54563.640] Demographics: Dequeuing demographics
[54574.109] GET_Events: UpdatePlotYields Start
[54650.468] TurnProcessing: Hiding TurnProcessing
[54708.796] TechTree: stealingTechTargetPlayerID: -1
[54708.796] TechTree: player:GetNumFreeTechs(): 0
[54792.062] TurnProcessing: Hiding TurnProcessing
[54912.734] MT_Initialize: INFO Turn 336 DeclareWarNearestCitystate Genghis Khan PERSONALITY_CONQUEROR
[54935.250] TurnProcessing: Hiding TurnProcessing
[55024.187] TurnProcessing: Hiding TurnProcessing
[55113.968] TurnProcessing: Hiding TurnProcessing
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[55249.984] TechTree: stealingTechTargetPlayerID: -1
[55249.984] TechTree: player:GetNumFreeTechs(): 0
[55280.890] TurnProcessing: Hiding TurnProcessing

The above is my LUA file of my current Hiawatha game. I don't know how to read it so I hope the bug is somewhere in the file.

Two of my opponents have their capitals built on high-hammer tiles. The Aztec capital tile has a yield of 34 :hammers: and the Incan capital has a yield of 48 :hammers: . This is around 300 BC.

Needless to say, they built every wonder imaginable, I couldn't even catch up. Cusco was size 21 when my capital was still size 6....And they can pump out an archer every 2 turns on huge map, marathon speed (this is still the beginning of classical era). Its impossible to fight wars against them...

Please fix this bug! I know you guys can do it. :goodjob:




EDIT: and yes. These are the only mods I have. Civup and Gem.
 
Don't want to open another thread about yields so I'm putting it here.

It seems the yield increasing opportunities got broken in the newest patch. They give much more than the descriptin says. For example pasture opportunity +3 production gives actually +6. Same for mine production and fishing boats food. At least those are the ones I have encountered in my recent games. I've seen also a mine plot with 20 production once, no idea how that happened!
 
I raised this a couple of days ago and its been mentioned in another thread as well, but there is definitely a bug to do with city yields that got introduced with GEM 1.12.1 and CIVup 2.3.1

I am NOT talking about the existing changes to yields that GEM uses:
http://forums.civfanatics.com/showthread.php?p=12126007#post12126007

..but a NEW behaviour introduced in the latest patches. Namely cities on hills (any hills) giving 3 food and 7 production. I haven't noticed the yields increasing throughout the game, as the OP has, but I have tested various starts and the 7 production city tiles only occur in GEM v1.12.1 and 1.12.2
Reverting to v1.12 removes the problem.
 
To no avail, I tried to use the In-Game Editor mod to remove strategic resources from high-hammer yield cities (both my own and enemy cities). After removal of strategic resources, the tile yields still stay the same at 30+ :hammers:.

I have now seen a Mongolian capital creating 300+ :hammers: in ancient era.
 
I can confirm these bugs.

- Cities on hills get 7 hammers.

- Opportunities give double yield. This makes it very easy to achieve high yields especially in the capital. (I don't know if you can get lucky enough with opportunities to achieve such extremely high yields as agc28 reports.)
 
@Thalassicus

The high-yield cities are always on a hill, and *often* have iron/horse underneath. I *think* I have seen cities with 40+ yield on plain hills without any strategic resources, but I can't confirm that because I haven't paid that much attention to it.

I don't think it's related to opportunities though. Even if I raze the city, the remaining cityruin tile would still give 40+ yield. And if I build a city near the cityruin, I can use the high-yield.

The problem hasn't been fixed with the latest patch. And it really occurs every game.
Most recent picture: http://postimage.org/image/5efluo9oj/
 
I don't know what might cause such high numbers. Have you tried the things on the common checklist? In particular, check if the mods folder contains any disabled or outdated mods. The game erroneously loads from all installed mods, even disabled versions.

Opportunities permanently change the yield of tiles, but I don't think they could result in such high numbers.
 
I need more information. The only things I could find which add production to tiles are hills, snow resources, and opportunities. The first two don't appear to be it, and opportunities I've received seem to apply production to the appropriate tile. The opportunities are unlikely, since if it happened for the production variety, it would also happen for others which give yields to city tiles.

It might help if you could post a lua.log from around the time when you notice your capital production change. It will show any opportunities the AIs pay for, which could lead us to the problem, if that's where it's coming from.
 
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