[v.77] Can't build Mint despite working Silver mine

Chibiabos

Prince
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May 24, 2005
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I built Stonehenge in my second city, which gave the city all tiles within a 3-ring radius, including a hill with silver which I mined and the city is working. However, the city can't build a mint; instead, a newer city which also has access to the tile (but the first city got the tile from Stonehenge) can build a Mint even though it didn't acquire the tile (the Stonehenge city did) and isn't working the tile.

This may be mod-specific, given the Stonehenge effect, or inherent to vanilla given its a conflict between two cities having access to one tile with a resource that is a building prerequisite.

NOTE TO FORUM MODERATORS: The CF server appeared to crash while I first attempted to post this (it gave a "server busy" message from any attempt to view content on CF). This may be a duplicate post; if so, I apologize.
 

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Thanks for bringing this up, I'll see if it can be changed. In my experience tiles seem to always "belong" to whichever city is closer.

Update: I did some testing and can confirm that resources belong to the closer of two cities. This is done in the game core only Firaxis has access to. It's is the same in all circumstances I tested:

  • Henged the tile
  • Purchased it
  • Expanded naturally to it
One solution is I could remove the local resource requirement from the Mint. I've actually been thinking about doing that for a while now. Buildings like the Granary, Lighthouse, Harbor, etc... do not require the local resources they improve, even in vanilla. It's not like the Mint would be a high priority for cities without those resources. :lol:
 
The mint seems buildable anywhere, even in cities that have no gold/silver/gems.

This is just moderately frustrating for owned cities (making sure you don't build it by accident) but it is really annoying when puppets keep building mints that give them no benefit.

Similarly the monastery is buildable everywhere, but at least that gives +2 culture, and I assume there was a reason for making the monastery buildable everywhere because of the piety social policy tie-in.
 
I think the mint gives +2 Gold as well as increasing the gold on gold/silver/gems tiles.
 
Ah? I might have missed that. Thanks.
Even so, I think I would tend to revert it to the vanilla version.

My understanding is that those buildings have really high flavor values, such that the AI and puppets really prioritize the mint even when it doesn't do much.
 
Ah? I might have missed that. Thanks.
Even so, I think I would tend to revert it to the vanilla version.

My understanding is that those buildings have really high flavor values, such that the AI and puppets really prioritize the mint even when it doesn't do much.

Then maybe we should try to adjust the flavor instead, so we don't get stuck in a situation where a city needs/could use a mint but can't build it.
 
Maybe.
But is a mint ever worth building for just +2 gold?
If we lower the flavor, will that stop the AI from building the mint even when gems/gold/silver are present?
 
In v10.3 I've reduced the AI flavor priority of Monastaries/Mints to values closer to Temples/Markets. I assume the AI scans the ResourceYieldChanges table to prioritize these buildings in cities with resources, since there's similar buildings like the Granary, Lighthouse, Harbor, and Seaport. Even if it doesn't consider that table, the buildings still provide a minor bonus, so it's not too bad for the AI.
 
Even if it doesn't consider that table, the buildings still provide a minor bonus, so it's not too bad for the AI.
It is annoying though when every puppet builds one, and when they seem to prioritize it over a market, even when the market would seem to give a larger bonus.
So your 10.3 change sounds good. I'll report back if it still feels problematic.
 
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