[GEM1066] Polder changes intended?

Hreat

Warlord
Joined
Aug 16, 2012
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127
Playing as William I found I'm able to build polders on some pretty unusual tiles - coal, iron, citrus, deer, bananas. No need to clear forest/jungle on these tiles either.
 
I think it's the same with Terrace Farms. Seems these special improvements grant the Ressource tile as well which in turn means that it's buildable there. Certainly not really an intended consequence...
 
The only resources that appear in Marsh that I can think of are Oil and Sugar. Perhaps the Polder should be changed not to provide resources. The Terrace Farm is a tougher call because you can have so many resources in Hills. Still, I think removing this ability makes sense for it as well.
 
I originally did the resource thing for Great Person improvements, then extended it to Moai Statues and Terrace Farms, because it was frustrating to have a great tile for statues/terraces blocked by a resource. The code I wrote now handles all these at once.

The problem is the game does not process requirements for improvements in a logical way. GP improvements are good. Moai Statues turn out okay: they can be built on any coastal tile, including resources. For terraces and polders, however, the game allows them to be constructed on mountains/marsh or resources, instead of all mountains/marsh, like Moai Statues. This is an unfixable problem in the game core. I decided to leave it alone for terrace farms, since the fun of building them on any hill tile outweighs the oddity of building them on non-hill resources.

I agree this is all less important for polders, so I added an exception for them in Gem v1.6.9. :thumbsup:
 
Terraces are buildable on bonus resources like cows.

I think it is better to live with great statue/terrace tiles being blocked by a resource than it is to have terraces being built on any resource.

It confuses the hell out of the AI, and it can get stuck in a loop. I have observed a worker build a terrace on a cow, build a pasture over it, rebuild the terrace, rebuild the pasture.
 
To clarify: I think the AI was only doing this because it had built all the other improvements nearby that it needed. So the rebuilding was at the very bottom of the stack of priority tasks for the worker, and chances are the worker would have been sitting around doing nothing otherwise, but it still strikes me as a problem.
 
I'll see if I can find a variable to get the AI to place less priority on swapping improvements, and go elsewhere to improve distant stuff instead. It probably works okay for moai statues and great improvements since Firaxis included those parts in the core game, which means there is likely a way to get it to work with the other stuff too.
 
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