I really shouldn't call this a bug as it's something outside intended use, but I found that if you insert, via Python, a terrain feature that provides "fresh water" (e.g. an Oasis), you will NOT get the effects of irrigation.
* The main map will show an adjacent, "irrigated" farm as generating, e.g., 3 food.
* Zooming into the city shows that same tile generating not 3 but rather only 2 food.
* The city's granary bar shows a total amount of food that equals the unirrigated (lower) value.
The reason why this arises for us is that one of our improvements inserts a "fresh water" terrain feature that's part of our game's terraforming mechanism. Has anyone else run into this? Any thoughts on where this discrepancy might be handles in the SDK? (Where are per-tile yields calculated in the C++ ? I can go looking tonight, but if anyone knows offhand it would give me a head start...)
* The main map will show an adjacent, "irrigated" farm as generating, e.g., 3 food.
* Zooming into the city shows that same tile generating not 3 but rather only 2 food.
* The city's granary bar shows a total amount of food that equals the unirrigated (lower) value.
The reason why this arises for us is that one of our improvements inserts a "fresh water" terrain feature that's part of our game's terraforming mechanism. Has anyone else run into this? Any thoughts on where this discrepancy might be handles in the SDK? (Where are per-tile yields calculated in the C++ ? I can go looking tonight, but if anyone knows offhand it would give me a head start...)