Posts: 1,155
Threads: 11
Joined: Apr 2004
We're currently losing 14 beakers to this, before multiplication or about 18 total at a guess. This REALLY sucks. I BELIEVE the game recalculates trade routes after a reload, I wonder if we should ask for one to see if it fixes this problem?
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
Posts: 5,029
Threads: 111
Joined: Nov 2007
It's working correctly now. (shrug)
Posts: 1,155
Threads: 11
Joined: Apr 2004
RefSteel Wrote:It's working correctly now. (shrug)
Awesome. I'm giving you credit for fixing it, even it it's not true
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
Posts: 5,029
Threads: 111
Joined: Nov 2007
Maniac Marshall Wrote:Awesome. I'm giving you credit for fixing it, even it it's not true Well, I tried to work out the reason, couldn't duplicate it in SP or Hotseat, then had an idea for how to maybe fix it, based on figuring out what Fierias and HV have in common that the other cities don't. But when I logged into the game, I didn't have a chance to try - it was working already! I'm logging out now so you can log in and see for yourself.
Also, a suggestion: Can Kilrah work the grassland hill in place of the dry plains hill? This will delay the grocer for a turn, but we don't actually need the grocer for much longer than that, and it speeds the time when we can work *both* tiles. In fact, we can put the grocer on hold for a unit if you want - though this might conflict with the need to run merchants (and/or artists if we build a theater) to get a GP on time. We'll need a total of 8 turns (4 turns running 2 or 8 turns running one or whatever) of merchants and/or artists between now and turn 158, inclusive.
Posts: 1,155
Threads: 11
Joined: Apr 2004
The turn was half played. I still have worker actions pending.
Theater wise, we'll be getting one at Ornata next turn via whip. Counting the ones at the cap and at HV, that's 3. We need to figure out where we can get 5 more in the next few turns.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
Posts: 1,155
Threads: 11
Joined: Apr 2004
RefSteel Wrote:Also, a suggestion: Can Kilrah work the grassland hill in place of the dry plains hill? This will delay the grocer for a turn, but we don't actually need the grocer for much longer than that, and it speeds the time when we can work *both* tiles. In fact, we can put the grocer on hold for a unit if you want.
As long as it's not going to cause some situation with hammer multiplication for units resulting in lost hammers, sure. In fact, we can work a forest for food instead. I was planning on trying to increase food after this turn.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
Posts: 5,029
Threads: 111
Joined: Nov 2007
Maniac Marshall Wrote:The turn was half played. I still have worker actions pending.
Theater wise, we'll be getting one at Ornata next turn via whip. Counting the ones at the cap and at HV, that's 3. We need to figure out where we can get 5 more in the next few turns. Okay. I edited some stuff in on Kilrah above. As for theaters ... give me a moment to think about it.
Posts: 5,029
Threads: 111
Joined: Nov 2007
EDIT: Changed to reflect actual in-game situation
1) Hukawng Valley (already done)
2) Ornata (in a few turns - see post below)
3) Fierias (easy, and already planned)
4) Savannah (chop)
5) Pride Rock ("slow"-build)
6) Red Dwarf (chop or whip)
7-8) Two of Temminck, Feng Shui, OR Kilrah ("slow"-build) depending on need for happy.
I was hoping to get one at Thundara in time, but that won't be possible, sadly.
Another question: Will your current plans generate a missionary for Garden Marble Zone anywhere? I'm actually hoping the answer is no, because it will make it easier to build a pair of one-turn workers in Fierias if we need a missionary out of there.
Posts: 5,029
Threads: 111
Joined: Nov 2007
Maniac Marshall Wrote:As long as it's not going to cause some situation with hammer multiplication for units resulting in lost hammers, sure. It shouldn't.
Quote:In fact, we can work a forest for food instead. I was planning on trying to increase food after this turn.
I don't think it's worth working forests unless it will make an immediate and enormous difference in growth. In other words: If we're making 1fpt working plains hills, and have 3 turns to grow, I would switch from a plains hill to a grass forest to cut that to 1 turn to growth. Other than that, I'd stick to the hills until we get lumbermills going.
Posts: 6,698
Threads: 131
Joined: Mar 2004
I can't sleep tonight, so took a quick look at CvCity.cpp. Here is a suspicious bit of hacky rounding. I am not sure what it means but I'll think more about it tomorrow. I do know that bExtra is true for population hurrying but false for cash hurrying, which is why cash rushing ignores production modifiers. I believe iHurryModifier is from CIV4BuildingInfos.xml defined per item (0 for most items, 100 for most wonders representing the double-cost penalty), and iModifier is your production modifier (125 with forge, etc.)
Code: int CvCity::getHurryCost(bool bExtra, int iProductionLeft, int iHurryModifier, int iModifier) const
{
int iProduction = (iProductionLeft * iHurryModifier + 99) / 100; // round up
if (bExtra)
{
int iExtraProduction = getExtraProductionDifference(iProduction, iModifier);
if (iExtraProduction > 0)
{
int iAdjustedProd = iProduction * iProduction;
// round up
iProduction = (iAdjustedProd + (iExtraProduction - 1)) / iExtraProduction;
}
}
return std::max(0, iProduction);
}
|