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Random Glitch?

traius

His own worst enemy
Joined
May 27, 2012
Messages
946
Just had a city settle on a plains hill fur tile that had the "great beast" happen on it. I normally wouldn't like to settle on such a tile, as it is a decent tile to throw away under a city, but not settling on it would kill a fish. Or so I thought. When I settled on the city, it gave me 3 food! So I have a 3/2/1 city tile...
 

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Not very relevant, but, either way you're losing a fish, not? :)
 
I'm not familiar with that event, but what yield did the bonus tile have before you settled? City center inherits the tile yields present (except for flood plains or if it kills a forest). That's why for instance you get 2H in the center tile when you settle on a plains hill, or 3H if PH stone or marble. You get 3F in center if settling on bananas, sugar, or rice.

So the only way this is a glitch is if there was not 3F yield on that tile before you settled, or more if a forest was destroyed. Again though, I don't really know what that event does.

As as for an event driven tile yield bonus, the city should not destroy it either.
 
The event only provides +1 food as far as I know. In my current game, I happen to have a city on grassland with +1 food from a volcano event. The food yield in the city tile is 3, as one would expect, but if I change the terrain to desert in WorldBuilder, the food yield remains 3. Looking at the source code, CvPlot::calculateYield does this:
Code:
if(bCity) iYield = std::max(iYield, GC.getYieldInfo(eYield).getMinCity());
iYield += GC.getGameINLINE().getPlotExtraYield(m_iX, m_iY, eYield);
That is, the yields are first raised to 2/1/1 and then the extra yield from random events is added. This may well be intentional, though I do find it counterintuitive.
 
Can settle on desert, tundra, plain, grassland, hill, plainhill, desert hill and still will get 2F tile (not like civ2 where had to clear jungle to get full food from center tile :D ) so i guess this event just added extra food to tile..
/and I really "hate" when map generator places resources like that way - impossible to use both. If I get that situation with starting save, I regenerate map without regret :D If only there would be chance to settle on own cities BFC corners without changing minimal distance between cities....
 
Not very relevant, but, either way you're losing a fish, not? :)

Yeah, not sure how I didn't realize this at the time, but yes, I was killing a fish either way.


I'm not familiar with that event, but what yield did the bonus tile have before you settled? City center inherits the tile yields present (except for flood plains or if it kills a forest). That's why for instance you get 2H in the center tile when you settle on a plains hill, or 3H if PH stone or marble. You get 3F in center if settling on bananas, sugar, or rice.

So the only way this is a glitch is if there was not 3F yield on that tile before you settled, or more if a forest was destroyed. Again though, I don't really know what that event does.

As as for an event driven tile yield bonus, the city should not destroy it either.

The tile was a 1/2/4 tile (plains hill fur with +1 food event) before I settled on it (it had the camp for the fur already thanks to the ai who owned the island before I did).

The event only provides +1 food as far as I know. In my current game, I happen to have a city on grassland with +1 food from a volcano event. The food yield in the city tile is 3, as one would expect, but if I change the terrain to desert in WorldBuilder, the food yield remains 3. Looking at the source code, CvPlot::calculateYield does this:
Code:
if(bCity) iYield = std::max(iYield, GC.getYieldInfo(eYield).getMinCity());
iYield += GC.getGameINLINE().getPlotExtraYield(m_iX, m_iY, eYield);
That is, the yields are first raised to 2/1/1 and then the extra yield from random events is added. This may well be intentional, though I do find it counterintuitive.

That is indeed exactly what happens. Oddly, in the very next game I had a truffles event that happened on a future city tile, and while it isn't conclusive on the food (it's a flat grassland tile so it would have 3 food either way), it IS conclusive on the commerce: I ended up with a 2 commerce city tile.
 
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