Troubleshooting and F.A.Q.

Actually Mitanni is not on the river AFAIK
 
Actually Mitanni is not on the river AFAIK

It's in a spot where the fresh water bonus applies, which is what I assume the Water Well is intended to be an alternative for?
 
Couple of apparent bugs.

Mitanni can build a Water Well, despite being on a river. It is a culture flipped Barbarian city.

It's in a spot where the fresh water bonus applies, which is what I assume the Water Well is intended to be an alternative for?

It's a quirk of BTS. Fresh water spreads on diagonals, but river detection is orthogonal only. Reviewing the Water Well is on my todo list.

Athenai cannot build a Galley, despite being on a body of water defined as Coast that has enabled Baalbek to build what looks to me like a Cothon.

Really wanted to get some Workers shipped across the water to connect the Iron -.-

Another quirk of BTS, though I can adjust this one if desired. Coastal buildings require a body of water of at least 10 plots, naval units (except Workboats) require a body of water of at least 20 plots.
 
Another quirk of BTS, though I can adjust this one if desired. Coastal buildings require a body of water of at least 10 plots, naval units (except Workboats) require a body of water of at least 20 plots.

I vote for making it all ten plots. To use IRL geography: if Suleiman can use Istanbul to build warships and send them into the Black Sea, then Stalin should be able to build a fleet in Odessa to counter them.

(Curiosity: if Istanbul connects the Black Sea to the Mediterranean, will that make BTS detect the Black Sea as part of a >20 plot boy of water anyway?)
 
I vote for making it all ten plots. To use IRL geography: if Suleiman can use Istanbul to build warships and send them into the Black Sea, then Stalin should be able to build a fleet in Odessa to counter them.

Agreed, would be better if the plot treshold is the same for naval units and buildings
(Altough your example is kinda unrelated to the issue, tbh)

(Curiosity: if Istanbul connects the Black Sea to the Mediterranean, will that make BTS detect the Black Sea as part of a >20 plot boy of water anyway?)

No, cities and forts don't connect bodies of water
 
I vote for making it all ten plots. To use IRL geography: if Suleiman can use Istanbul to build warships and send them into the Black Sea, then Stalin should be able to build a fleet in Odessa to counter them.

(Curiosity: if Istanbul connects the Black Sea to the Mediterranean, will that make BTS detect the Black Sea as part of a >20 plot boy of water anyway?)

Agreed, would be better if the plot treshold is the same for naval units and buildings
(Altough your example is kinda unrelated to the issue, tbh)

No, cities and forts don't connect bodies of water

I've set both coastal buildings and naval units to require a body of water at least 12 plots in size. Workboats can still be built on any size water.
 
I've set both coastal buildings and naval units to require a body of water at least 12 plots in size. Workboats can still be built on any size water.

Maybe this should scale with map size?
Or this would only be possible with dll editing?
 
Agreed, would be better if the plot treshold is the same for naval units and buildings
(Altough your example is kinda unrelated to the issue, tbh)

It is *tangentially* related, and came to mind as I happen to be playing an Earth map and engaged in a war in the Mediterranean :)
 
Yeah, I get that now :)
How many plots does the Black Sea have in your Earth map?
 
Yeah, I get that now :)
How many plots does the Black Sea have in your Earth map?

That could be asking one of two questions... in this instance I was just mucking around on the standard BTS Earth map (the one where the Inca are trapped), so whatever that one has. On the Earth map I made, I *think* I made the Black Sea the minimum size to not be freshwater. I'd have to load it up to check, though.
 
On the Earth map I made, I *think* I made the Black Sea the minimum size to not be freshwater.

Actaully you can easily set the treshold in XML
Look for LAKE_MAX_AREA_SIZE in the GlobalDefines.xml
 
I seem to remember that in some water access cities with only a few water tiles that I couldn't place a harbor; is that related to the need for 12 water tiles? Or is my memory faulty and as long as there is one water tile adjacent to the actual city tile, I can place any coastal building?

One of the mod's I explored briefly had River Ports, I think they increased commerce production of river tiles or trade routes a bit. Is that an easy possible addition to HR?
 
Maybe this should scale with map size?
Or this would only be possible with dll editing?

Definitely a job for C++. It's possible to make the coastal building/unit requirement scale in Python, but it would be very, very performance taxing. Not worth it, and the freshwater check can't be scaled in Python anyway.

Actaully you can easily set the treshold in XML
Look for LAKE_MAX_AREA_SIZE in the GlobalDefines.xml

That setting determines whether it will be a freshwater lake or not. To allow cities to build coastal buildings/units you also need to change the iMinAreaSize value for each building/unit individually.

I seem to remember that in some water access cities with only a few water tiles that I couldn't place a harbor; is that related to the need for 12 water tiles? Or is my memory faulty and as long as there is one water tile adjacent to the actual city tile, I can place any coastal building?

City has to be beside a body of water that is at least 10 plots in size. Will be 12 in 1.23 (a compromise so I can lower unit requirement from 20 to match).

One of the mod's I explored briefly had River Ports, I think they increased commerce production of river tiles or trade routes a bit. Is that an easy possible addition to HR?

Rivers already grant significant advantages to cities in HR, so I wouldn't want to add even more. Perhaps if it replaced the natural +1:commerce: riverside tiles get, but I'm not sure it's worth the effort. The Levee already provides hammers from rivers.
 
Just got a demand from Mbemba - "the [CT_CIV_EMPIRE] is not treating my laws and my subjects the way they deserve." I'm playing as Julius Caesar. then when I reject it it gives me [AI_DIPLO_DEMAND_REJECTED_POWER_EQUAL_LEADER_4] instead of whatever text ought to be there.
 
Just got a demand from Mbemba - "the [CT_CIV_EMPIRE] is not treating my laws and my subjects the way they deserve." I'm playing as Julius Caesar. then when I reject it it gives me [AI_DIPLO_DEMAND_REJECTED_POWER_EQUAL_LEADER_4] instead of whatever text ought to be there.

Thanks for the report. I knew about one of those but not the other. Both will be fixed in 1.23.
 
Played a few games on the Standard size Earth map again this week and noticed that quite regularly something happens (I never noticed why -- never controlled that area) and the Sinai area just sort of ... disappears. Those tiles are definitely land at the beginning of the game, so I have no idea when or why it happens.

pSX706Z.jpg
 
Played a few games on the Standard size Earth map again this week and noticed that quite regularly something happens (I never noticed why -- never controlled that area) and the Sinai area just sort of ... disappears. Those tiles are definitely land at the beginning of the game, so I have no idea when or why it happens.

pSX706Z.jpg

Climate change. In HR, it can cause land near sources of excessive unhealthiness to deteriorate, e.g. grasslands -> plains -> desert. Coastal desert has a chance to become submerged. See here for more info, I've merged that component pretty much as-is. I plan to expand and refine the system in 1.24.
 
Would instances like this effect wonders which apply bonuses to all cities on the current continent? I believe on earth maps the game considers Europe, Asia, Africa one.

If it does, and say I built the wonder before the Sinai submerged, would the cities that previously had the bonus lose it or retain it? Or would any cities built after the split not receive the bonus?
 
Climate change. In HR, it can cause land near sources of excessive unhealthiness to deteriorate, e.g. grasslands -> plains -> desert. Coastal desert has a chance to become submerged. See here for more info, I've merged that component pretty much as-is. I plan to expand and refine the system in 1.24.

Hm, I thought it might be something like that. Nice, but exceptionally irritating :lol:
 
Would instances like this effect wonders which apply bonuses to all cities on the current continent? I believe on earth maps the game considers Europe, Asia, Africa one.

If it does, and say I built the wonder before the Sinai submerged, would the cities that previously had the bonus lose it or retain it? Or would any cities built after the split not receive the bonus?


Haven't tested it, but I'm pretty sure they'll still be considered the same continent. Area (continents) is calculated during map generation and I don't think there's any way to recalculate it.

Hm, I thought it might be something like that. Nice, but exceptionally irritating :lol:


Yeah. I want to separate sea level changes from terrain deterioration so I can tune each one more appropriately.
 
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