Lake Victoria and a Long River

dasaard200

Prince
Joined
Aug 9, 2014
Messages
315
Boy, did I strike it rich !! On an islands map, found an island 12 by 5 tiles, Lake Victoria surrounded by hills, feeding a 10 tile length river !!

As Writ, Hydro Plants give +1 hammer per river tile; yet the question remains : 1) does the bonus cover city limits; or 2) the whole river; and 3) do ALL the coastal tiles on Lake Victoria qualify ??

Either way, 3 settlers are getting THERE as fast as I can move them .
 
The bonus from a hydro plant in each city covers only the tiles worked by that city.

Shores of Lake Victoria do not qualify as riverside - the tile of LV is technically a mountain.
 
I thought Lake Victoria unlocked building a garden and an observatory? It is impassible like a mountain.

@OP, Lake Victoria is one tile. How does that on its own justify more than one settler? You can farm the hills around Lake Victoria, so that is very strong. And rivers are very nice on their own. Post a screen shot please!
 
I thought Lake Victoria unlocked building a garden and an observatory? It is impassible like a mountain.

I assume that Lake Victoria acts as a source of Fresh Water (much like an Oasis does), which is what a Garden (requires adjacency to fresh water) needs to be built.

Natural Wonders and "requires mountains" conditions are often very strange....

Buildings (e.g. observatory) that require the city to be adjacent to the mountain does not care if the mountain tile is also a NW, but buildings that require the city to be near a mountain (e.g. Machi Pichu) will discriminate against the tile being a natural wonder.

Spoiler :
Code:
// Requires adjacent Mountain
	if(pkBuildingInfo->IsMountain())
	{
		bool bFoundMountain = false;

		CvPlot* pAdjacentPlot;
		for(int iDirectionLoop = 0; iDirectionLoop < NUM_DIRECTION_TYPES; iDirectionLoop++)
		{
			pAdjacentPlot = plotDirection(getX(), getY(), ((DirectionTypes)iDirectionLoop));

			if(pAdjacentPlot != NULL)
			{
				[B]if(pAdjacentPlot->isMountain())
				{
					bFoundMountain = true;
					break;
				}[/B]			}
		}

		if(!bFoundMountain)
			return false;
	}

	// Requires nearby Mountain (within 2 tiles)
	if(pkBuildingInfo->IsNearbyMountainRequired())
	{
		bool bFoundMountain = false;

		const int iMountainRange = 2;
		CvPlot* pLoopPlot;

		for(int iDX = -iMountainRange; iDX <= iMountainRange; iDX++)
		{
			for(int iDY = -iMountainRange; iDY <= iMountainRange; iDY++)
			{
				pLoopPlot = plotXYWithRangeCheck(getX(), getY(), iDX, iDY, iMountainRange);
				if(pLoopPlot)
				{
					[B]if(pLoopPlot->isMountain() && !pLoopPlot->IsNaturalWonder() && pLoopPlot->getOwner() == getOwner())
					{
						bFoundMountain = true;
						break;
					}[/B]				}
			}

			if(bFoundMountain == true)
				break;
		}

		if(!bFoundMountain)
			return false;
	}
 
Lake Victoria is a weird wonder, acts as a mountain (without obs) and cannot be crossed by naval units (in case of coastal city).

I didn't know oasis could allow gardens to be built..
 
I feel like City States always end up gobbling up most of the good Natural Wonders, or they're in completely useless locations. It's rare that I ever end up with one.
 
Lake Victoria is a weird wonder, acts as a mountain (without obs) and cannot be crossed by naval units (in case of coastal city).

Okay, so observatory is not unlocked for Lake Victoria?

I didn't know oasis could allow gardens to be built..

I am not sure about that. I guess it must, since it gives neighboring tiles the CS bonus.

I assume that Lake Victoria acts as a source of Fresh Water (much like an Oasis does), which is what a Garden (requires adjacency to fresh water) needs to be built.

Lake Victoria lets you farm any hills that touch it, that is only detail I am certain of.

I've had Cerro de Potosi be replaced by Machu Pichu before.

I don't think the visual effects are always consistent with the ability of the NW for unlocking building a World Wonder. The screen shot would be interesting in any case, but I would bet you had a regular mountain within two hexes of that city.

I feel like City States always end up gobbling up most of the good Natural Wonders, or they're in completely useless locations. It's rare that I ever end up with one.

CS getting some NW is part of the map script, and I think that is okay. They are suppose to be rare, and I think is okay too. I disagree that most (well, except Krakatoa) are usually in useless locations.
 
CS getting some NW is part of the map script, and I think that is okay. They are suppose to be rare, and I think is okay too. I disagree that most (well, except Krakatoa) are usually in useless locations.

Technically the spawning of natural wonders near city states is just a product of "don't spawn near regular players, but don't consider distance to city states either" - I wouldn't call it a "design feature" (more of a "by-product"), so to speak..... although it does end up creating something interesting interactions & scenarios.

NW's are rare yes, but the ratio of tiles:natural wonders is disproportionately large on larger maps (as opposed to smaller maps).

Good thing barathor has a mod that fixes Krakatoa :D.
 
CS getting some NW is part of the map script, and I think that is okay. They are suppose to be rare, and I think is okay too. I disagree that most (well, except Krakatoa) are usually in useless locations.

They probably want to give you a reason to attack said citystates! :P
 
O!, if I knew how to post a screenshot here !! So I will to write a proper description : on my 12 by 5 island, from west to east, the west coast is a "C" formation of hills, nested in the "C" is Lake V., which is the headwaters of a river that has 20 or 22 tiles qualifying for the Hydro Plant use; depending upon the 2 eastern LV tiles, which drain the lake into the 20 tiles of "uncontested" river . These 20-22 tiles are on both sides of the river .

The rest of the island has marble, truffles, salt, and iron; which is truly worth dropping 3, maybe 4 cities, so I will take advantage of ALL those river tiles !!

The island had 3 Barbie camps, fully populated with barbs, and spawning 3 triremes per turn, terrorizing 3 AIs before I got Galleasses, and now, with Frigates and troops to land; I am going to clear this island for my own !!

Hopefully we'll get this resolved !
 
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