Well, actually I like this change, since most irrigation water comes from wells rather than open streams or rivers. Also, with the old way you usually irrigated from oceans, and that's ridiculous when you think about it. This new method should also help the AI, who often couldn't tell how to wind a path from a river or ocean inland several squares to an inland city (think Denver).
I am posting so soon becauseI have been working all night on some things. Did I mention that my exams are finally over, and I am going on a trip Saturday morning which will probably last at least a week, during which time I will not be able to play Ctp2 or upload graphics files to my new, soon-to-be-announced website? (No, I don't really expect you to answer.)
I have been working on the citysize files, which were really screwed up. If some of you have been keeping track of city production beyond 18 workers, you may have noticed some readings which didn't seem to make sense. Well, that's because they in fact didn't make sense. The number of tiles in the city's vision, which should have matched the number of tiles being worked, did not in fact match each other.
Basically, the programmers forgot to include the size 3 settings, and you went from working 21 tiles with 18 workers, which was how it should be, to working 45 tiles with 32 workers. The max worker settings were messed up from size 3 on as well. I find it very hard to believe that the settings were intentional, even though there was something of a pattern to it.
I remembered from the beta-testing that there used to be no size 0 that flashed when a city was founded. I think that the screw-up might stem from that late addition.
Anyway, here are the new pop ranges for the various city radiuses:
1-8, 9-20, 21-36, 37-44, 45-56, 57-68
The max number of tiles worked for each radius is one more than the max pop, so that each pop collects an average of one tile's rsources, plus the city tile.
Ideally, it would go 20-32-44, but there is a hitch in the geometry that can't be avoided at that point. You can go 20-28-44 if you want. Any opinions on this?
To compare, the old system of max workers and max tiles actually worked for each radius was:
6:9, 18:21, ____ ,32:45, 46:57, 60:69
I am posting so soon becauseI have been working all night on some things. Did I mention that my exams are finally over, and I am going on a trip Saturday morning which will probably last at least a week, during which time I will not be able to play Ctp2 or upload graphics files to my new, soon-to-be-announced website? (No, I don't really expect you to answer.)
I have been working on the citysize files, which were really screwed up. If some of you have been keeping track of city production beyond 18 workers, you may have noticed some readings which didn't seem to make sense. Well, that's because they in fact didn't make sense. The number of tiles in the city's vision, which should have matched the number of tiles being worked, did not in fact match each other.
Basically, the programmers forgot to include the size 3 settings, and you went from working 21 tiles with 18 workers, which was how it should be, to working 45 tiles with 32 workers. The max worker settings were messed up from size 3 on as well. I find it very hard to believe that the settings were intentional, even though there was something of a pattern to it.
I remembered from the beta-testing that there used to be no size 0 that flashed when a city was founded. I think that the screw-up might stem from that late addition.
Anyway, here are the new pop ranges for the various city radiuses:
1-8, 9-20, 21-36, 37-44, 45-56, 57-68
The max number of tiles worked for each radius is one more than the max pop, so that each pop collects an average of one tile's rsources, plus the city tile.
Ideally, it would go 20-32-44, but there is a hitch in the geometry that can't be avoided at that point. You can go 20-28-44 if you want. Any opinions on this?
To compare, the old system of max workers and max tiles actually worked for each radius was:
6:9, 18:21, ____ ,32:45, 46:57, 60:69
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