Fertile land and cultivated resources

buck beach

Prince
Joined
Dec 2, 2001
Messages
508
Location
Upland, California
In my current game I have improved my fertile land plots and initially they reflect the yield and commerce increases. Next turn, bonuses disappear even tho I built a mech farm. I haven't recalled this ever happening before. Looked in the Civilopedia for the descriptions of the various different crop cultivations and they are showing they receive bonuses of MINUS gold and commerce. The game is a SVN build, but, I checked back at the last full build, and the are the same negative values.

Below shows the negative effect Bonus Yields. The is from the current SVN build and also include the newer unique cultivations. Again, the last major release in Jan shows the same values. Also once again, this not just a Civilopedia issue, it is affecting game play.
 

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In my current game I have improved my fertile land plots and initially they reflect the yield and commerce increases. Next turn, bonuses disappear even tho I built a mech farm. I haven't recalled this ever happening before. Looked in the Civilopedia for the descriptions of the various different crop cultivations and they are showing they receive bonuses of MINUS gold and commerce. The game is a SVN build, but, I checked back at the last full build, and the are the same negative values.

Below shows the negative effect Bonus Yields. The is from the current SVN build and also include the newer unique cultivations. Again, the last major release in Jan shows the same values. Also once again, this not just a Civilopedia issue, it is affecting game play.

I have now uninstalled & fresh reinstalled RI 3.61, SVN 5417 and all Civ IV (CivIV) from Steam. I have set Steam to play offline.
I am having the same issue as described above of increased yields disappearing leaving only specialized farm (Corn/Wheat).

Attachment 1 shows the Cultivated Crops just built and number 2 the next turn.

Edit Note: I also set up a test game under RI 3.57 and the crops were cultivated and worked as designed.
 

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  • Cultivated Crops 2 showing no bonues.jpg
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That's working as intended from what I can see - the cultivation building disappears after the crop is spawned, just build a normal farm on it.
First, I want to say thank you and your team for RI and all of the many years you have devoted to this Mod. Also, I am sorry for not being able to explain myself better. I will try here.

Attached is a SVN 5417 test game and before and after screenshots showing the results after several turns. Run the attached game by starting the workers to build the corn/wheat farms and cultivating the fertile 2 different cultivation crops to see the results yourself.

Note, this happens not only with SVN builds but will happen with RI 3.61. I did not experience this in a current test game with RI 3.57.
 

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Again, if you're reporting that cultivation improvement disappears after you build it, that's how it's supposed to work - it spawns a resource and disappears. It didn't do that in 3.57, but it has done it in all versions since 3.60. In 3.57 you had to remove the improvement by yourself, replacing it with a normal farm, now it just removes itself automatically. This is working as intended, this particular improvement is supposed to disappear after it's built, its only purpose is to spawn the resource.
 
Again, if you're reporting that cultivation improvement disappears after you build it, that's how it's supposed to work - it spawns a resource and disappears. It didn't do that in 3.57, but it has done it in all versions since 3.60. In 3.57 you had to remove the improvement by yourself, replacing it with a normal farm, now it just removes itself automatically. This is working as intended, this particular improvement is supposed to disappear after it's built, its only purpose is to spawn the resource.
I have cluttered this board enough. I don't have the ability to verbally clarify my this issue further. If you ran the test game, created the cultivated tiles and at 1491AD ended up with a cultivated corn and wheat tile, with bonus food and commerce yields, then there is no issue. If you end with 2 wheat and 2 corn regular farms, then you will see what is reflected in my 1491AD screenshot.

Thanks again for the Mod and responding to all my current and past inquiries.
 
Oh, and as for the feedback on the save: you cannot use "Realism 2" as your folder name. Both the release version and the SVN version expect a specific folder name, "Realism Invictus" and "Realism" respectively. I can't run your save without renaming my folder, and that would break stuff.
 
Oh, and as for the feedback on the save: you cannot use "Realism 2" as your folder name. Both the release version and the SVN version expect a specific folder name, "Realism Invictus" and "Realism" respectively. I can't run your save without renaming my folder, and that would break stuff.
I hear you. Just remember if later down the line someone brings this up, you heard it here first.
 
No, because I still don't understand what I am supposed to hear here. I just ran a quick test, and it all works completely as I expected it to work - I press "cultivate corn/wheat" and voila, I get the resource of corn/wheat on the tile, no fertile soil and no improvement. What did you expect to see?

cultivation.png
 
Attached is a last test game for you to try if you will. It is set up as you previous stated was required under SVN 5417 as a "Realism" Mod. If you start building the improvements on 1640AD and run it through 1645AD and see you end up with just 2 Wheat Farms, then this is my issue.

Thank you for your patience and continuing support.
 

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Yes, launched the save and can confirm everything is working as intended. Just as I was trying to tell you, Cultivation is not a "real" improvement - when you "build" it, it spawns the resource and is removed, so all that is left is a tile with a resource, with no improvement. This is how it's supposed to work.
 
Well I guess I just don't understand the Bonus they give. Are they meant to be a single turn bonus. Screenshot at the icon Food + 5, Commerce +5. (You have previously explained those negative values under the "Bonus Yields" section.)

My test game turn progress (Screenshots below)

1) Begin 1460AD Fertile soil- Plains (Chernozem) & Plains Wheat Resource needs farm

2) End 1460AD Cultivated Wheat 7 Food, 1 Production Hammer, 5 Commerce & Mech Wheat Farm 8 Food, 1 Prod Hammer, 0 Commerce

3 End 1465 AD 2 Mech Wheat Farms 8 Food, 1 Prod.Hammer, 0 Commerce.

Either this is incorrect and my game is corrupted or IMO there is little game value tn the Fertile Soil/Cultivation concept.

I would love to hear what other game players have and are experiencing.






1723846148952.png
 

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  • End turn 1645AD.jpg
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The "bonus" they give is only there to trick the AI into building the "improvement" - even if the improvement weren't removed, it would functionally disappear as soon as the resource is spawned (due to -5 / -5 from said resource, making the total sum zero, which was, again, aimed at AI to replace the now-defunct "improvement" with a real farm), which is how it worked pre-3.6. Now, we've just eliminated the middleman, and the improvement gets removed as soon as it's placed. Humans were supposed to understand that bonuses aren't the real purpose of the improvement, and never were.
 
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