Thank you again.Ah right I see the problem. I'm fixing it today.
The improvement can go there but unless there's a bug, no resource would be found by doing so.Since nobody answered it, I'll repeat:
Does this "discover resources by putting an improvement on a seemingly empty plot" mechanic apply to plots that already have resources?
Hidden resources?
Revealed resources?
Any explanation to actually EXPLAIN how it works?
Thank you.
That's what I'm asking.The improvement can go there but unless there's a bug, no resource would be found by doing so.
It's a chance per turn. I don't think it expresses the chance ingame but it varies in the xml, from 1 out of 5000-10000 per turn or so.That's what I'm asking.
Also, I just saw the discussion about Seasonal Camps, and the whole "probability" something.
Which confused me even more.
So, OK, if I put a Mine on an actually empty Hill - is the "find Stone" effect instantaneous the moment the Mine is finished (and then I can try it AGAIN by switching back-and-forth between a Mine and a Fort or whatever), OR is it a mere chance PER TURN of randomly appearing WHILE that Mine is present (so I must WAIT and HOPE for it)?
These are two completely different mechanics - and I've never seen ANY explicit explanation as to WHICH one is the REAL one.
So do you mind finally explaining it unambiguously?
Related RAM MAFs - The CTDs because MAF before 3,200 MB usage ist definitely coused by your doings. Just tested BASE with same BtS exe and dlls and BASE is stabile up to 3,296 MB usage.View attachment 551785
And what about hidden (aka yet unrevealed) resources?It's a chance per turn. I don't think it expresses the chance ingame but it varies in the xml, from 1 out of 5000-10000 per turn or so.
It would not reveal anything if there's something there that simply hasn't been revealed yet so won't replace any map spawned resources. Shouldn't anyhow... it would be a bug if it did. The chance may be slim but small chances every round do add up to common occurrences.And what about hidden (aka yet unrevealed) resources?
If there's hidden Uranium in a hill - can it be overwritten by Iron if I put a mine there for a thousand turns?
This would be both good and bad, by the way - depending on the situation.
But I do get the gist - I should put as many improvements on STILL EMPTY plots as possible, so SOME might actually randomly ACQUIRE respurces.
Yet again, this is a rather slim chance on Pit's map,which is quite crowded as far as I recall.
Upload saveI've started a new game and have hit a weird issue that the "Tribe" unit doesn't seem to be available to build after researching Tribalism. It's not on the unit build list in the city screen. Even toggling on the untrainable unit display it's not there. I can see all the culture and Neanderthal variants, but Tribe isn't on the list at all.
Has there been some additional requirement added for tribes other than the Tribalism tech? That was the only requirement on earlier versions I'm on revision 11160. There's nothing listed in the civlopedia. Or is there some setting which would interfere with this? It looks like the AI is also affected. Some of the have had the tribalism tech for quite a while, but there's a conspicuous lack of new cities.
OK, thanks.It would not reveal anything if there's something there that simply hasn't been revealed yet so won't replace any map spawned resources. Shouldn't anyhow... it would be a bug if it did. The chance may be slim but small chances every round do add up to common occurrences.
Upload save
Sounds like your game is corrupt.
Most likely you enabled one city challenge and forgot about it..
Game options were shuffled by SVN 11132 (sorted by type) and 11135 (apparently one game option had to be at particular location), I guess you didn't start new game on SVN, but continued on earlier one.Hmm, OCC was on, but I know for a fact I didn't enable that (I never use it and I keep a list of settings for C2C). Last time I updated C2C all of the default game settings had changed and I noted some were very peculiar (both raging and no barbarians active by default, for example). I changed a lot of them, but I didn't touch any OCC option. Evidently OCC is now on by default?? Or some combination of updates screws with which settings are active?
I've changed the setting in worldbuilder and the Tribe unit is now back. I'm a little curious about the AI. OCC is only supposed to affect the human player, but so far all AIs seem to have obeyed the rule as well, and some have had Tribalism for at least 50 turns.
Agaaain: CAN or MUST?As for OCC, yes AIs can have only one city too.
You missed key word: "only"Agaaain: CAN or MUST?
The way I recall the last discussion about it, it's not yet "must" (but may become that in the future), no?
Sounds like a logic error in the code, that it doesn't check if all the workers can build it before adding their work strength to whatever the group is building.Steampunk workers can't build manufactoring complex by themselves. But group "modern + steampunk" worker builds manufactoring complex 2x faster, while steam-worker just idle.
Now we're talking!You missed key word: "only"
So yeah, AIs can't have more than one city with OCC.
Wonder how that happened. IF that's possible, then one could group regular workers with Great Farmers...Sounds like a logic error in the code, that it doesn't check if all the workers can build it before adding their work strength to whatever the group is building.
Though it could also be seen as a feature... One worker knows how to build it, while the other is just extra labour force administered by the first.
The steampunk worker should probably be able to build that improvement too though.