The improvement does not stay and will give a jungle or a forest. This will produce gold, but also culture and tourism if you have a Zoo in the city. This effect on improvement is done so that the AI has a "picture" of what the tile will look like and to push it to improve it.Why are there culture, gold and tourism for building the improvement ? Won't they never build any mine with this mod ?
Don't play with 2.4.4 but with 2.5 (but I'm pretty sure it's not a version problem). I just tried :With 2.4.4 when planting forest or jungle I get marsh.
Do you play with Unique City-States ?I noticed the same thing, planting a marsh rather than a forest, albeit specifically on Tundra tiles. Seems to work on other terrain for me. I don't have Brussels allied or Embassied, so that's not it, or at least shouldn't be it, but given that Brussels works on Coastal Desert and Tundra specifically, there might be some incidental crossover in the code.
Ja, I do, sorry, should have clarified that up front.Do you play with Unique City-States ?
No problem, thank you. I will look at the code of both mods and try to understand and probably ask @adan_eslavo who is much better than me .Ja, I do, sorry, should have clarified that up front.
Sorry Adan,I'm not too much on the forum either but I looked a little, the code. At my level of competence, I do not see what can explain the bug.There were some issues with Brussels recently, so I did some treatment. What did you find about it? Can you elaborate? I was not present for some time, but I can try fix it giving not much time I have for that.
function BuiltMarsh(ePlayer, iX, iY, eImprovement)
if eImprovement == eImprovementMarsh or eImprovement == eImprovementForest or eImprovement == eImprovementJungle then
local pPlot = Map.GetPlot(iX, iY)
pPlot:SetImprovementType(-1)
pPlot:SetFeatureType(eFeatureMarsh, -1)
end
end
UPDATE Improvements SET Coastal = 1, RemoveWhenComplete = 1, CreatesFeature = 'FEATURE_MARSH' WHERE Type = 'IMPROVEMENT_MARSH';
Yes, I know but you do it twice, once by lua and once by SQL.It must be done like that, because you cannot create a feature directly by a Worker. Worker creates dummy improvement which is substituted by the feature.
@Urzamax and @AndreyK describe the problem above. When they plant a forest, they can get a marsh instead. Personally, I could not reproduce the problem .What happens exactly?
I must look deeper into that when I geto to the UCS again.Yes, I know but you do it twice, once by lua and once by SQL.
Have you tried it on Coastal Tundra? That's where I noticed it. I mean, personally I'm cool with it; can still build one of pdan's Nature Preserve's on the tile, which is what I want forests for at this stage of the game anyway.
Thank you, I retested to try to understand the problem.Have you tried it on Coastal Tundra? That's where I noticed it. I mean, personally I'm cool with it; can still build one of pdan's Nature Preserve's on the tile, which is what I want forests for at this stage of the game anyway.
@adan_eslavoWhen they plant a forest, they can get a marsh instead
function BuiltMarsh(ePlayer, iX, iY, eImprovement)
if eImprovement == eImprovementMarsh then
local pPlot = Map.GetPlot(iX, iY)
pPlot:SetImprovementType(-1)
pPlot:SetFeatureType(eFeatureMarsh, -1)
end
end
Thank you for doing this research and confirmed the problem.@adan_eslavo
I wanted to play with Unique cities and reforestation, and i also had this problem..
I removed every trace of Brussels from unique city states mod, cleaned cache, and reforestation correctly started to planted forest.
Before, I tested it on small map, with limited amount of city states, and i didnt had Brussels, but planting forest still created marsh..
I wanted to test the concept, if i later conquer Brussels, would planting work correctly, but it seems this behaviour is connected to how
it is implemented and not if Brussels is present on the map..
Thank you @N.CoreI don't know why Plant Forest and Plant Jungle are also included.
If you remove the related codes, it should fix the issue.