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Does anyone know why the tile I have pinned isn't showing up as a valid dam spot? I have a mod installed that marks a pin with a ! if it's an invalid placement and it doesn't see a problem either.
Spoiler Screenshot :

5gjlji.png

It looks fine to me:
  • it must be built on a Floodplains tile OK
  • the River must traverse at least 2 adjacent sides OK
  • Limit of one per River OK
 
Does anyone know why the tile I have pinned isn't showing up as a valid dam spot? I have a mod installed that marks a pin with a ! if it's an invalid placement and it doesn't see a problem either.
Spoiler Screenshot :

5gjlji.png

I asked elsewhere and got redirected to this thread, which convinced me to take another look at the river and I think I figured this out, at least within my own logic. The tile I planned for the dam and the one SW of it (the zoned entertainment complex) are labeled as being on the Seine River, while the IZ and CH are on the Meuse. Thus, I think the vertical "segment" of river between the dam spot and the CH belongs to the Meuse, and it's just the segment between the dam spot and the zoned EC that's considered the Seine. So only one of that floodplain's edges belongs to its river (the Seine), violating the dam rules we know for fact.

So I think my takeaway is: Don't generate rivers like this, lol. It's one river.
 

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What happens when you have a conflict of unique buildings? For example, if I join the Hermetic Order as Portugal, my unique building is the Navigation School while the Hermetic Order gives me the Alchemical Society, both of which are replacements for the university. Do I get a choice or?
 
Iirc you dont have a choice and get the building of the society instead of your unique one as soon as you unlock the societies building.
 
What are the rules for being able to swap hexes between cities? Whenever I try to do it, it doesn't let me.
 
What are the rules for being able to swap hexes between cities? Whenever I try to do it, it doesn't let me.
You cannot swap districts, wonders, tiles next to a city. I think the tiles have to be joined when swapped but can be disjointed later by the other city swapping tiles but it has been a while.
 
Also the tiles has to in the first three ring of the receiving city. I think there are some restrictions on occupied cities as well.
 
Bom dia ! Is there a way for me to repair a pillaged feitoria? I am playing as Portugal and the other civs don't seem to care repairing my feitorias on their territory, despite the yields they get also... pillaged by barbs, friends/open borders or allied to these civs. Obrigado !
 
Bom dia ! Is there a way for me to repair a pillaged feitoria? I am playing as Portugal and the other civs don't seem to care repairing my feitorias on their territory, despite the yields they get also... pillaged by barbs, friends/open borders or allied to these civs. Obrigado !
Well, if they have Open Borders, you could try sending a builder, I guess, worth a shot. I doubt that the Nau would repair it. Unfortunately, this is a very difficult thing to recreate to test out - maybe a three way multiplayer where one is Portugal who builds a feitoria in player 2's city, player 3 DoWs player 2 and pillages the feitoria, then Portugal tries to repair it. That's a right hassle to do on the Switch so I don't really want to do it, but let us know what happens. Or if someone else does it using firetuner or something.

If they don't have OB thought, I think you're out of luck.
 
Thanks, but read in another forum it doesn't work (yes, I do have OB) as the tile belongs to the other civ, and since it's very far away (huge map) I'm reluctant to try it myself, sending a builder by ocean to the other side of the world for maybe nothing... maybe I will try though, if no one here confirms this
 
That's an interesting question. I'm looking forward to someone's reply. My first instinct would really be to send a builder over, even if they don't build the feitorias.
 
Okay, answering my own question then. I ran a builder half the world away, and then a fresh Nau, and unfortunately no luck.

So: I play Portugal, built a Feitoria, it later got pillaged by Barbs The AI will simply not repair it. I have open borders and in fact even an alliance with that AI. Nor my builders nor a fresh Nau can repair it. So it looks like it will stay as a smoking ruin for the rest of the game.

Is the AI too dumb to repair it and benefit from the yields? Or is it too smart as it thinks it gives me more advantage? Or did the devs overlook this? Or is this, once more, a priority issue for the AI, together with not improving luxuries in M&C or not contributing to aid requests since last patch?

Can someone confirm if it is even possible to repair a Feitoria at all, if Portugal built it on your territory?
 
Thanks for the update. The AI is usually too dumb to repair stuff, but if you build it with a Nau, it stands to reason that you'd be responsible for the upkeep of it as well.
 
Is there a rule I can't find about building a certain distance away from city centres?
http://imgur.com/a/qX6ZdTG
I'm not entirely sure what you are referring to. You have to build within 3 tiles of the CC (the city can take tiles up to 5 away, but only those within 3 can have Districte etc). If you're referencing the fact that you can't build to the east, the tiles probably belong to the other city there - a tile has to belong to a specific city before you can have that tile be built on by that city. You might be able to swap them.

Let me know the details and I might be able to be more specific.
 
What are you trying to build? Encampment? Encampments can't be built adjacent to city centers. Or is it a wonder? Check if the wonder can't be built adjacent to city center. All the other hexes that you can't build on either have a district on them or a strategic resource (you can't harvest them, so you also can't build on top of them)
 
In that case it was an Encampment but also had trouble building a theater-adjacent womder out west there. Also can't improve the niter. Encampments can do on desert right? Or the woods or wheat in the south, by automatically removing them?
 
In that case it was an Encampment but also had trouble building a theater-adjacent womder out west there. Also can't improve the niter. Encampments can do on desert right? Or the woods or wheat in the south, by automatically removing them?

Look back at my post, I explain the building ranges. Let me know if you don't understand it.

With regards to the nitre improvement...I don't know why not, if you're referring to the one to the west. Builders should be able to improve strategic resources so long as its within the birder, even 4 ir 5 tiles out.
 
In that case it was an Encampment but also had trouble building a theater-adjacent womder out west there. Also can't improve the niter. Encampments can do on desert right? Or the woods or wheat in the south, by automatically removing them?
Sorry I'm late. It's what Linklite said: you can't build anything farther than the 3 hexes around the city center. The weird thing: improvements are the exception: although you can't work tiles (so mine for production would be a waste of builder charges), if the improvement is on a strategic resource, then you'll accumulate the resource. So I can't quite figure out why you wouldn't be able to build a niter mine in there.
 
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