Feedback: Improvements

If, after researching Hydraulics, you build a workshop (or presumably any pollution-causing improvement) directly on wetlands without first draining it, it creates "Polluted Wetlands" that can no longer be drained.
 

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If, after researching Hydraulics, you build a workshop (or presumably any pollution-causing improvement) directly on wetlands without first draining it, it creates "Polluted Wetlands" that can no longer be drained.

Fixed for 1.20.
 
Found A bug:
If a workshop has been built on the flood plain, a farm will be unable to build on that tile, unless the workshop was destroyed
 
Found A bug:
If a workshop has been built on the flood plain, a farm will be unable to build on that tile, unless the workshop was destroyed

Only on Flood Plains? Probably something to do with pollution. I'll investigate.
 
Because
Code:
<FeatureMakesValids>
	<FeatureMakesValid>
		<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
		<bMakesValid>1</bMakesValid>
	</FeatureMakesValid>
</FeatureMakesValids>

Farms cannot be built on Desert Tiles unless there is flood plain.
Building Workshop remove the FP with a polluted version, which is not included inside the above.
 
Because
Code:
<FeatureMakesValids>
	<FeatureMakesValid>
		<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
		<bMakesValid>1</bMakesValid>
	</FeatureMakesValid>
</FeatureMakesValids>

Farms cannot be built on Desert Tiles unless there is flood plain.
Building Workshop remove the FP with a polluted version, which is not included inside the above.
So I need to change it to a cottage to remove the pollution, then change it to a farm?
 
The XML (in CIV4ImprovementInfos.xml) needs to be:

Code:
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_POLLUTION_FLOOD_PLAINS</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>

That will let you build a farm overtop a workshop (or other polluting improvement). When the Farm (or other non-polluting improvement) is complete, the polluted flood plains will be converted into a regular flood plains.

This fix isn't in the beta, but it will be in 1.20 proper. It will probably break saved game compatibility so in your current game you'll need to build a cottage or something first, yes.
 
The XML (in CIV4ImprovementInfos.xml) needs to be:

Code:
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_POLLUTION_FLOOD_PLAINS</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>

That will let you build a farm overtop a workshop (or other polluting improvement). When the Farm (or other non-polluting improvement) is complete, the polluted flood plains will be converted into a regular flood plains.

This fix isn't in the beta, but it will be in 1.20 proper. It will probably break saved game compatibility so in your current game you'll need to build a cottage or something first, yes.
Thank you very much
 
Just curious, the River Yield from Flood Plain is not included in the polluted version.
Is that intentional :D

Also, for Nature Reserve, it is allowed to be built on Swamp, but not the polluted version similar to Farm problem. (Although this actually sounds true, who will like to visit a polluted reserve) :D
 
Building a pollution-causing improvement on Forest, Jungle, or Savannah still causes the feature to be removed without granting any "chop" hammers.
 
Just curious, the River Yield from Flood Plain is not included in the polluted version.
Is that intentional :D

I think it was intentional but I'm not sure it should remain.

Also, for Nature Reserve, it is allowed to be built on Swamp, but not the polluted version similar to Farm problem. (Although this actually sounds true, who will like to visit a polluted reserve) :D

There's two ways we can approach pollution; one where the pollution exists only as long as the polluting improvement exists, and one where the pollution lingers on the tile after the improvement is gone. While the second feels more realistic the AI can't easily be made to understand it and is likely to make some dumb decisions as a result. So I've opted for the first option.

Although the pollution appears as a feature on the tile, ultimately it really belongs to the improvement. So in situations like you describe with the Nature Reserve, it does need to be possible to build them on polluted tiles, so I'll have to fix that. Might be good to have increased build time on polluted tiles, to represent the need for cleanup. The AI can cope with that well enough.

Building a pollution-causing improvement on Forest, Jungle, or Savannah still causes the feature to be removed without granting any "chop" hammers.

Ah I meant to fix that but I forgot.
 
Can a fort supply resources? I saw the AI build a fort on its silk, and the trade deal with me is ended.
 
Can a fort supply resources? I saw the AI build a fort on its silk, and the trade deal with me is ended.

Yes, so long as the resource is somewhere within your cultural borders. I've not changed this in any way from BTS.
 
Playing 1.20, 3rd patch, Huge Earth map. Upon researching Geology, had coal appear under a town on riverside flat plains. Regretfully replaced the town with a mine to access the coal, then noticed that I was still getting one commerce from the now-mined tile (and I'm *not* running Redistribution). Upon closer examination, I discovered this was because the tile was no longer polluted (which would otherwise have blocked the river commerce).

Speculation: Replacing one pollution causing improvement with another may cause the pollution to disappear.
 
Speculation: Replacing one pollution causing improvement with another may cause the pollution to disappear.

Yep, that was the issue. Easy fix, will add to the bugfix patch.
 
In 1.20, building a workshop on wetlands still creates polluted wetlands (see first screenshot). However, the improvement time was correct for including draining, and the time to replace with a cottage afterward was correct for bare grasslands (and indeed properly resulted in a cottage on bare grasslands).

As a separate issue, some of the text for the Brothers in Need random event appears to be broken (see second screenshot).
 

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In 1.20, building a workshop on wetlands still creates polluted wetlands (see first screenshot). However, the improvement time was correct for including draining, and the time to replace with a cottage afterward was correct for bare grasslands (and indeed properly resulted in a cottage on bare grasslands).

As a separate issue, some of the text for the Brothers in Need random event appears to be broken (see second screenshot).

Both fixed for 1.21 (too many files modified to add to the bugfix patch). I ended up getting rid of Polluted Wetlands entirely. Any polluting improvement will now just drain the wetlands (assuming you know Hydraulics).
 
I just had a couple of weird glitches with sugar plantations, both times involving replacing an existing feature on the tile. The first was under a wetlands, the second on a mined (and thus polluted) hill. Attempting to directly build the plantation merely removed the feature (in the second case also removing the mine) without giving the plantation. I suspect the culprit is whatever code removes plantations if you chop a jungle (or forest/savannah, for that matter) out from under them.
 
I just had a couple of weird glitches with sugar plantations, both times involving replacing an existing feature on the tile. The first was under a wetlands, the second on a mined (and thus polluted) hill. Attempting to directly build the plantation merely removed the feature (in the second case also removing the mine) without giving the plantation. I suspect the culprit is whatever code removes plantations if you chop a jungle (or forest/savannah, for that matter) out from under them.

Does 'sugar plantation' mean there was a sugar resource on the tile in both instances? I'm going to need to replicate the issue before I can try solve it.
 
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