DLL - Unified Yields

Given that the new yields are integrated into the existing city and player yield calculation code (which Mr G I need a word about with you and your implementation of GA points ...) which is spaghetti hell, I'd be amazed if they all worked first time. Although I wouldn't expect a tooltip calculation to keep adding to the total, it's not beyond the realms of possibility.

Mark 'em as "broken" and move on. When I know if it's isolated to beliefs or common to (say) beliefs, traits and policies I'll have a clearer idea of where to look in the can of worms.

W
 
Tested: Yields from Buildings (with V56a)

The following Tables worked as expected. I haven't noticed any problem.

Building_YieldChanges
Building_TerrainYieldChanges
Building_FeatureYieldChanges
Building_TechEnhancedYieldChanges
Building_YieldChangesPerPop
Building_ResourceYieldChanges
Building_SeaPlotYieldChanges
Building_SeaResourceYieldChanges
Building_RiverPlotYieldChanges
Building_YieldModifiers
Building_LakePlotYieldChanges
Building_GlobalYieldModifiers
Building_BuildingClassYieldChanges
Building_AreaYieldModifiers

This one seems to not work:

Building_ResourceYieldModifiers

Am I correct if I assume this table should increase the tourism output of the resource?
So if the horses resource gave +2 tourism before, and I build a stable (+50% tourism from horses), it shoul give +3 resources
Am I right? I f I am, the table doesn't work. Nothing happened.

This one worked only partially:

Building_SpecialistYieldChanges

I made Pyramids give +1 tourism to SPECIALIST_SCIENTIST
and +1 tourism to SPECIALIST_CITIZEN

The Scientist worked, had his +1 tourism. The Citizen (which I assume is the unemployed citizen) didn't.

I have still to test this one (I'll test it right now):

Building_YieldChangesPerReligion
 
I am testing the Beliefs and each time I look at the CityPanel the Tourism increases.
Just a mouseover on my city is enough to raise the Tourism level, both in the city as in the Top Panel.
Is that so exotic that people want to see me doing it repeatedly? :lol:


I'm testing, specifically: Belief_CityYieldChanges (probable culprit), Belief_YieldChangePerXForeignFollowers, Belief_HolyCityYieldChanges (why not?), Belief_YieldChangePerForeignCity (this one works for sure).

I've just tested one from each of the five remaining tables and don't see this behaviour - but I may have made "lucky picks"

Can you post the test xml/sql you're using, thanks

W
 
The Scientist worked, had his +1 tourism. The Citizen (which I assume is the unemployed citizen) didn't.

The Firaxis code is bugged/hacked. Unemployed citizens don't get the bonuses. The only one in the standard xml code is +1 prod, which unemployed citizens get anyway.
 
Am I correct if I assume this table should increase the tourism output of the resource?

Off the top of my head, I don't know. If in doubt, create a test case using gold/science and see what happens, then apply that result to what you're seeing with tourism
 
Yields from Beliefs (requires V56a)
Culture Faith Food Gold Production Science Tourism
Belief_BuildingClassYieldChanges xml xml xml xml xml xml brkn¹
Belief_CityYieldChanges test test test test xml test test
Belief_HolyCityYieldChanges test test test test test test test
Belief_FeatureYieldChanges xml test test test test test test
Belief_ImprovementYieldChanges xml xml xml test xml test test
Belief_MaxYieldModifierPerFollower test test test test xml test impl
Belief_PlotYieldChanges** test test test test test test impl
Belief_ResourceYieldChanges xml xml xml test test test test
Belief_TerrainYieldChanges test xml test test test test test
Belief_YieldChangeAnySpecialist test test test test xml test brkn²
Belief_YieldChangePerForeignCity test xml n/a test n/a test test
Belief_YieldChangePerXForeignFollowers xml test n/a test n/a test test
Belief_YieldChangeTradeRoute test test test test test xml brkn³
Belief_YieldChangeNaturalWonder test xml test test test test brkn³
Belief_YieldChangeWorldWonder test xml test test test test brkn³
Belief_YieldModifierNaturalWonder test test test test test test impl

¹ Seems to be reapplying itself over and over. I can replicate the error but can't find a pattern.
Spoiler :
For information's sake: I was using Pantheon Belief God King with Boudicca altering Belief_BuildingClassYieldChanges, *_ImprovementYieldChanges and *_FeatureYieldChanges at the same time.


² The amount is added each time the citizen is put to work as a Specialist, instead of being a on/off switch.

³ The amount is added to the total each turn.


This is what I got so far. I am a bit slow because I change the files directly, I am terrible with '<Update>'. :blush:


EDIT:
The auto-applying on mouse-over thingy, images:
Spoiler :

civ6.png

+12
civ7.png

+12
civ8.png

 
Bad news:
"Building_YieldChangesPerReligion" doesn't work.

I had an effect similar to the one bane_ had with belief table.

I gave monument +2 tourism each world religion follower.
I founded Buddhism. (4 citizens, 3 followers)
Every time I click on the city the tourism output increase (4, 16...)

About Unemployed citizens:
I don't care much because I don't think they should give tourism output anyway, but I just wanted to inform you that I actually gave them bonus and penalties of faith and gold (+1 faith, -1 gold) with the standard xml and it worked.

Il will do further testing with Building_ResourceYieldModifiers.
 
For bane_

What do you think if we split the work, so we can cover all the tables in less time?

If you agree, choose your next set of tables and I will do another one tomorrow.
 
Tested Building_ResourceYieldModifiers with Gold. Didn't worked.
I didn't notice any bonus.
Unless I deeply misunderstood how this table works, it seems to do nothing.

In the post #2 this table is marked as "tested" with gold yield, so I'm a bit confused.

I'll do more testing tomorrow.
 
Tested "Yields from Improvements" Tables with Tourism Yield

All worked as expected :) except one:

Improvement_YieldPerEra: did nothing, no bonus of any kind.

Just a note: I know this is only an aesthetic issue, but may I suggest to use a better tourism icon on the plot? in an entire game, an icon so similar to food can be confusing, at least in my opinion.

Later, I will test Yields from Traits.
 
Improvement_YieldPerEra: did nothing, no bonus of any kind.

You need to set an underlying archaeological record on the plot to test this - needs FireTuner and Lua skills

Thanks for doing all the others
 
¹ Seems to be reapplying itself over and over. I can replicate the error but can't find a pattern.

For information's sake: I was using Pantheon Belief God King with Boudicca altering Belief_BuildingClassYieldChanges, *_ImprovementYieldChanges and *_FeatureYieldChanges at the same time.

I'm confused. This implies at least three entries are broken, but two of them you've marked as "test". Did you re-test the other two and not see the issue? If you did, I'm even more confused as the only one I tested was Belief_BuildingClassYieldChanges (in much the same way you did) and it worked fine for me! I do notice you're using EUI so I'm wondering if the problem is in EUI's tooltip code and not the DLL. Best practice while testing dictates that you remove as many unknowns as possible (I'm only using four mods while testing - the DLL, My Changes and two that support Live Tuner addins), so can you remove EUI and retest without it.
 
If I'm not mistaken, yields from lakes (a fake feature) are hardcoded somehow... I haven't been able to change them with SQL/XML anyway

Correct - fake features are just that, fake, so don't play nicely in the feature/yield tables.

At the moment the goal is to get all entries in the secondary yield tables behaving consistently, correcting "hacks" may come later
 
I'm confused. This implies at least three entries are broken, but two of them you've marked as "test". Did you re-test the other two and not see the issue? If you did, I'm even more confused as the only one I tested was Belief_BuildingClassYieldChanges (in much the same way you did) and it worked fine for me! I do notice you're using EUI so I'm wondering if the problem is in EUI's tooltip code and not the DLL. Best practice while testing dictates that you remove as many unknowns as possible (I'm only using four mods while testing - the DLL, My Changes and two that support Live Tuner addins), so can you remove EUI and retest without it.

Sorry for the confusion. Yes, I was using EUI when I tested them in a bulk, later (when I posted the table) I tested individually to make sure I wasn't adding the numbers wrongly, and it still showed the same problem (adding to the tally every turn) but I still can't find a pattern. It added itself each turn by an increment of 12, yet, the code I had was for 5, I have no idea how it could've gotten to 12 from 5!!

I'll test this one again and do the other impl that were missing. Then I'll do Policies next.


EDIT:
Can't find the table for Belief_PlotYieldChanges, I believe the '**' holds the answer, but I can't find it and probably "** Requires an "archaeological record" on the plot." isn't it either. :)
 
Can't find the table for Belief_PlotYieldChanges, I believe the '**' holds the answer

Now ++ and it's at the very bottom of post #2

The actual table is in the DLL mod itself (and not the game core xml files)
 
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