Thunderbrd
C2C War Dog
Don't initial civics already cause more food needed to grow? It's a bit confusing why you'd get that first set of results unless ALL initial civics already don't modify this value at all. hmm...I figured out that the iPopulationgrowthratepercentage value in civic is not effective before you do a forced recalc, this is true even if you start a new game.... Something is definitely buggy about the way that tag is handled in the dll.
Here's what I did in chronological order:
Notes: If I do the recalc before I settle the city then the food needed to grow is as expected 300
- I started a new game, settled a city and noted that the city needed 150
to grow.
- Did a forced recalc just in case, and the food was still 150
as expected.
- I exited the game and changed one of the initial civics to double the amount of
needed to grow, iPopulationgrowthratepercentage = 100
- I started a new game, settled a city and noted that the city needed 150
to grow, but I expected 300
in this case.
- I did a forced recalc of the game modifiers (ctrl+shift+t) and noted that the city now needed 300
to grow as expected.
. If I save the game and load after I've done the recalc the food needed to grow is still correct.
It seems like the problem only exist before the first time a forced recalc is done in the game. It shouldn't be nessesearry to do a recalc on the beginning of turn 0 for the game to act as it should at that point.
@Thunderbrd : please take a look at this when you get time.
Caching. Got it.Doing one turn also corrected food required display.
Shouldn't be an issue then.