Closed Stalker012345 closed 3 years ago
what specifically did you adjust?
moved every worker to either 3p or 1f 2p tiles.
well, that is weird. i thought food and hammers are equal when building a settler?
that is how the governor acts in any case ... i did not change that part.
@ilteroi I think it's 2f = 1p when building a Settler. It should say in the city total Production tooltip.
Also this mechanic is a VP thing not a vanilla thing IIRC, so if the logic doesn't account for that it probably should.
@ilteroi If you're going to make more fixes I'd suggest pulling from RSI first to avoid merge errors later :)
uh, why do we need all those special rules anyhow?
what is this supposed to achieve?
@ilteroi In this case I think it's balance - allowing low Production but high Food cities to still build Settlers.
Also because 50% of the Food is carried over, players who built farms rather than other improvements (which may be a good idea if you're wanting to build Settlers, since they cost a population) aren't punished as much.
@ilteroi I think it's 2f = 1p when building a Settler. It should say in the city total Production tooltip.
Yeah if the governor doesn't know that, no wonder its been so horrendous at setting itself up for settlers for such a long time!
well the next question is whether to enable such auto-optimization depending on the build queue for human players at all. historically the answer has been no.
where does this food to production conversion even happen? i can't find it
CvCity. Find the ‘isfoodproduction’ unit attribute and follow it into cvcity
that's what i did ...
Did you find it?
It's 50% growth converted to production. Note that the city can still starve if you don't have enough food.
It's 50% growth converted to production. Note that the city can still starve if you don't have enough food.
I've never seen a settler city starve....and I have literally put every worker on hammer only tiles. As soon as the settler finishes, yes massive starvation, but during the production not a bit.
It's 50% growth converted to production. Note that the city can still starve if you don't have enough food.
It cannot starve, the city is flagged at zero food use/need during settler production
It's 50% growth converted to production. Note that the city can still starve if you don't have enough food.
It cannot starve, the city is flagged at zero food use/need during settler production
Is that new? I could starve before when I set everything to production only.
Nope
nope, did not find it, that's why i asked. but it doesn't matter. AI will treat building a settler like production focus in the future. that is the best compromise i can see.
int CvCity::GetFoodProductionTimes100(int iExcessFoodTimes100) const
replacement for original function: int CvCity::GetFoodProduction(int iExcessFood) const
wow, that is surprisingly complex
1. Mod version (i.e Date - 4/14): 5/19
2. Mod list (if using Vox Populi only, leave blank):
3. Error description: I'll start my usual suite of governor examples. For our first ones, the usual settler logic. I was able to adjust this and shave 4 turns off a settler.
4. Steps to reproduce (optional):
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