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Adventure 47 by T-hawk

Looks like I'm the only player? [heh, ninjaed by one minute by novice.] Anyway, of course the report was coming.

http://www.dos486.com/civ4/adv47/
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The only thing i can think of to do with the culture quirks in your game is this - and even then, i'm not sure it applies!

Culture is shown as a %age of each for the tile. So:

If the ratio is Team A 100:20 Team B on T0 and both get 5cpt for example, the %age shifts to show that Team B is getting more influence - but the tile will never flip since there is ultimately that 80culture difference.

Same situation but Team A is getting 5cpt and Team B 4cpt:

T0: 100:20 = 83.3% A
T1: 105:24 = 81.3% A
T2: 110:28 = 79.7% A
...
T100: 600:420 = 58.8% A




A is putting in more culture but the tile appears to be moving in the direction of B...

You were team B wink
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Nice. thumbsup

I've been extremely busy the last couple of days so my own comments will be a bit late (tomorrow, I think).
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Hey T-Hawk,

I'm still playing this one. (And Adventure 45, for that matter), so I'm avoiding reading your report for now, but look to compare approaches when I finish.

At this point, I'm just hoping that's this year. cry

I'm very glad you played though!
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I loaded it up, planted a couple cities, and just couldn't get psyched for the turn-by-turn dogfight that winning on Deity was going to present. It was another world from the Emperor level I usually play at and just didn't strike me as anything I was ever going to beat other than a rigged, lucky OCC or something.
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Great report smile

I had no idea you could do things like that with spies, pretty incredible
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Square Leg, you're right. Gaining in percentage terms does not mean gaining in absolute terms. That explains my experience with Sparta, but not with Mehmed's city, which went to 99% mine when it shouldn't have, at 20 city center tile culture vs 13 actual city culture from my city. I'll try to remember to look at it in debug mode tonight.
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On your culture question: a city doesn't get 20 culture points/turn automatically on the center tile. It needs to start producing some culture before it will do so. You can check this out in debug mode: if a new city is founded, it will get exactly 1 culture point on the center tile, and it will stay that way until the city begins producing some culture on its own. I believe that the city needs to pop its borders to the second ring before it starts getting the extra 20 culture points, not 100% sure of that.

That's why you observed the behavior in this game, the cities in question had exactly 1 culture point on the center tile, giving you those readings of 99%. Eventually they expanded borders, and then started getting the +20 culture points/turn, and pushed back your own borders.

Also, I knew a long time ago that eliminating a civ allows you to draft their cities. We used it with captured Ottoman cities in Pitboss #2. T-Hawk posted a comment in our thread saying it wouldn't work, but he was (on this rare occasion!) incorrect. [Image: biggrin.gif]
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Thanks Sullla. Never mind debug mode, a simple look at the code reveals the rule. In CvCity.cpp::doPlotCulture()

if (getCultureTimes100(ePlayer) > 0)
{
[a whole bunch of nested loops]
pLoopPlot->changeCulture(ePlayer, (((eCultureLevel - iCultureRange) * iFreeCultureRate) + iCultureRate + 1), (bUpdate || !(pLoopPlot->isOwned())));
}

So if it's not producing culture > 0, it doesn't get plot culture. This even holds if the city already expanded borders, say from a Caste artist that it then stopped running. No tile ownership culture unless actual produced culture > 0. It will get the extra 20 (iFreeCultureRate) right away before expansion, since eCultureLevel = 1 and iCultureRange = 0 for the city center tile.
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