Warehouse Effects

Elhoim

Iron Tower Studio Dev
Joined
Nov 3, 2004
Messages
2,896
Location
San Isidro, Argentina.
Does anyone understand why warehouse buildings check for features in the case of farms instead of checking for farms?

<Row ConstructibleType="BUILDING_GRANARY" YieldChangeId="GranaryPastureFood"/>
<Row ConstructibleType="BUILDING_GRANARY" YieldChangeId="GranaryPlantationFood"/>
<Row ConstructibleType="BUILDING_GRANARY" YieldChangeId="GranaryDesertFloodplainFeatureFood"/>
<Row ConstructibleType="BUILDING_GRANARY" YieldChangeId="GranaryGrasslandFloodplainFeatureFood"/>
<Row ConstructibleType="BUILDING_GRANARY" YieldChangeId="GranaryPlainsFloodplainFeatureFood"/>
<Row ConstructibleType="BUILDING_GRANARY" YieldChangeId="GranaryTropicalFloodplainFeatureFood"/>
<Row ConstructibleType="BUILDING_GRANARY" YieldChangeId="GranaryTundraFloodplainFeatureFood"/>
<Row ConstructibleType="BUILDING_GRANARY" YieldChangeId="GranaryFlatTerrainFood"/>

<Row ID="GranaryPastureFood" Age="AGE_ANTIQUITY" YieldType="YIELD_FOOD" YieldChange="1" ConstructibleInCity="IMPROVEMENT_PASTURE"/>
<Row ID="GranaryPlantationFood" Age="AGE_ANTIQUITY" YieldType="YIELD_FOOD" YieldChange="1" ConstructibleInCity="IMPROVEMENT_PLANTATION"/>
<Row ID="GranaryDesertFloodplainFeatureFood" Age="AGE_ANTIQUITY" YieldType="YIELD_FOOD" YieldChange="1" FeatureInCity="FEATURE_DESERT_FLOODPLAIN_MINOR"/>
<Row ID="GranaryGrasslandFloodplainFeatureFood" Age="AGE_ANTIQUITY" YieldType="YIELD_FOOD" YieldChange="1" FeatureInCity="FEATURE_GRASSLAND_FLOODPLAIN_MINOR"/>
<Row ID="GranaryPlainsFloodplainFeatureFood" Age="AGE_ANTIQUITY" YieldType="YIELD_FOOD" YieldChange="1" FeatureInCity="FEATURE_PLAINS_FLOODPLAIN_MINOR"/>
<Row ID="GranaryTropicalFloodplainFeatureFood" Age="AGE_ANTIQUITY" YieldType="YIELD_FOOD" YieldChange="1" FeatureInCity="FEATURE_TROPICAL_FLOODPLAIN_MINOR"/>
<Row ID="GranaryTundraFloodplainFeatureFood" Age="AGE_ANTIQUITY" YieldType="YIELD_FOOD" YieldChange="1" FeatureInCity="FEATURE_TUNDRA_FLOODPLAIN_MINOR"/>
<Row ID="GranaryFlatTerrainFood" Age="AGE_ANTIQUITY" YieldType="YIELD_FOOD" YieldChange="1" TerrainInCity="TERRAIN_FLAT"/>

I assume it's to increase the yield before the farm is placed?
 
Pastures and plantations go on resources, so they are never going to be replaced.

Farms get replaced all the time, so adding the yield to the feature keeps the bonus persistent even if you replace the farm with a unique improvement.
 
Ah, cool. I was looking into making a "More Farms" mod, in which minor rivers has priority for placing farms (so it places farms on rivers on vegetated and rough terrain) and also on the oasis. But it kinda breaks the underlying rules, so these farms on rough terrain would get extra production from the brickyard.

So for example, if I were to change terrain features to farms, improvements like the Baray, Popkop and Pairidaeza.
 
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Plus it goes deeper than the buildings, all the tech that improve "farms" actually change the terrain.
 
Is that consistent for woodcutters, mines, and claypits too? I would expect so...

Yes, they all affect the terrain. Except for a few that JNR fixed that were off.
 
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