So currently we have situation that resources give benefit to one to three cities? perhaps standardizing this to one resource per three cities would be way to go.Looks like this new feature forces you to make strategic choices where to allocate your culture. WAD.
Risk?
Did you actually build something like Sewers before? I could also imagine to repurpose Parks to help with health.
Food storage to Smokehouse is bad because it comes too early in the tech tree. I would also prefer to spread health bonuses across more buildings rather than just increasing existing ones.
Another point here, the number of cities affected by a given resource is not set in stone at all. Bumping grain to affecting 2 cities and seafood to 3 cities is an easy change and would have significant effect.
Also, building effects from resources do not need the resource. Smokehouse giving Health with Cows, Mines giving Happiness with Gold, etc.
Building effects such as granaries giving health from grain resources don't require access to the resource, which very much helps in low culture cities.How to turn off this ''limited resource'' feature?
Building effects such as granaries giving health from grain resources don't require access to the resource, which very much helps in low culture cities.
As for disabling it, you can either mod and recompile the DLL or revert to the previous version.
They're not getting the resource benefits, but they do get the building benefits.I.e. not any really ideal options imo
Does it really make sense that the city where the resource is collected or produced does not benefit from it? Aside from economically. Maybe it is more sensible for luxury goods, but for food resources wouldn't the local communities and farmers consume it first themselves until they have had enough before exporting it to other cities? Isn't it then basically like a hungry man selling off his only meal? Very counter-intuitive. Or am I missing something?
They're not getting the resource benefits, but they do get the building benefits.
And often, that's what happened. Not exactly a capitalist farmer selling his grain, but a feudal farmer having to give his grain, or a colony having to give its grain, etc..
Yes, and that's represented by the food gained from working the tile. Resources represent the abundance of a particular type.Ok, but even in a feudal society the farmer didn't have to give ALL his produce. He could keep some for himself
// Leoreth
bool CvCity::hasBonusEffect(BonusTypes eBonus) const
{
return getNumBonuses(eBonus) > 0;
//return getNumBonuses(eBonus) * GC.getBonusInfo(eBonus).getAffectedCities() > getCultureRank();
}
CvCity.cpp
Code:// Leoreth bool CvCity::hasBonusEffect(BonusTypes eBonus) const { return getNumBonuses(eBonus) > 0; //return getNumBonuses(eBonus) * GC.getBonusInfo(eBonus).getAffectedCities() > getCultureRank(); }
I added // before return getNumBonuses(eBonus) * GC.getBonusInfo(eBonus).getAffectedCities() > getCultureRank();
and return getNumBonuses(eBonus) > 0; on either the line above or below it. Doesn't matter which.
Just replace the DLL in the attached ZIP with the DLL file of the same name in RFC Dawn of Civilization/Assets