Ceremonial Rites not giving free culture bldg.

any news if this was fixed in 104 or are people still having trouble with this?
 
Using v104 I just got a Monastery in my new city over a Monument from the policy, and there is neither wine nor incense anywhere near the city. Essentially paying 2 GPT instead of 1, so no big deal, but the selection was strange.

I had the same thing happen in my last v104 game.
 
Ok, I have a general question on this SP for anyone. Is this suppose to work no matter how many cities you have at the time of choosing? What I mean - if I only have 2 cities when I pick this SP and it gives me the free buildings, is it still suppose to give a free building in my next 2 cities I build upon building them. I have never seen this work right if that is true. I always wait until after I have 4 cities built before selecting this SP. Thanks.
 
The policy simply considers which building has a higher culture flavor value now. Monastaries are at a higher tech level so they were set to a higher flavor... I could drop them below Monuments.

@SgtCiv
Think of it this way... in the mod, the policy assures our oldest 4 cities always have a free culture building. This was not the case in vanilla.
 
The policy simply considers which building has a higher culture flavor value now. Monastaries are at a higher tech level so they were set to a higher flavor... I could drop them below Monuments.

@SgtCiv
Think of it this way... in the mod, the policy assures our oldest 4 cities always have a free culture building. This was not the case in vanilla.

I think that would be a poor approach, Thal. Personally, I would just remove Monasteries from consideration completely, rather than altering flavor values. As is, I think flavor values need to be fixed for all sorts of buildings that are mucho screwed up due to their buildable everywhere nature. The mint is the prime example. AI will always value mints over markets to its own detriment.
 
If the AI values mints over markets it's out of my hands, since Mints have a flavor of 40 to the Market's 50.

This sort of thing needs to be solved in the game core, since vanilla has the same problem (Granaries, Harbors, Seaports, etc). It should be simple to add or remove flavor points depending on how many resources from the Building_ResourceYieldChanges table it detects. Either way I'm not concerned about it, and am willing to wait until the game core is released. :)
 
Curious:

If we reintroduce Monastery nearby resource requirements, if I build the Monastery in city A and work the plot in City B, do I still get the culture boost? If so, I say we alter the building fundamentally to offer +3 per resource and 0 flat rate, removing the core problem of what city was able to build the building.
 
Culture buildings are a little different because the most efficient way was to add to the tile directly. I felt it would have created too much overhead to check:

  • Every turn,
  • Every city,
  • Every building,
  • Every tile.
It's a colossal loop I avoided by simply altering the resource itself. I don't think it's possible to do this with the other yields... culture had a function available to do it.
 
Back
Top Bottom