Nightstar
Prince
- Joined
- Apr 29, 2012
- Messages
- 408
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.
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
<FeatureMakesValids>
<FeatureMakesValid>
<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
<bMakesValid>1</bMakesValid>
</FeatureMakesValid>
</FeatureMakesValids>
So I need to change it to a cottage to remove the pollution, then change it to a farm?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.
<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>
Thank you very muchThe 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.
Just curious, the River Yield from Flood Plain is not included in the polluted version.
Is that intentional![]()
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)![]()
Building a pollution-causing improvement on Forest, Jungle, or Savannah still causes the feature to be removed without granting any "chop" hammers.
Can a fort supply resources? I saw the AI build a fort on its silk, and the trade deal with me is ended.
Speculation: Replacing one pollution causing improvement with another may cause the pollution to disappear.
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).
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.
Correct, though I suspect it will occur with any plantation resource on a tile with wetlands or pollution.Does 'sugar plantation' mean there was a sugar resource on the tile in both instances?