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  • City border interference

    A size 12 city will be working it's 8 core tiles at 100% and it's 12 secondary tiles at 50% (assuming no specialists). If you have cities that are too closely spaced, causing border some minor border interference so that one city's outer ring only has 11 tiles, will the city be working only 11 tiles at 50% or will the land restriction concentrate the labor so that it's working 56% of 11 tiles?

    Also, if you are having border conflicts with an enemy city (say it's cutting off 2 tiles of your 2nd ring), and you destroy the little bastard once and for all, is there any way for the city to gain control of those 2 tiles without waiting for it's next border expansion? If the city's only size 7 or 8, I'll often starve it down to 6, and then regrow it so that it gains full control of its rightful lands.

    Lastly, if there are enemy troops inside your city boundary, do they prevent you from gathering resources from the tiles the occupy?

  • #2
    Any answers? I am ever so curious!

    (a double-post? for shame! for shaaaame!)

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    • #3
      Originally posted by Hans Lemurson View Post
      A size 12 city will be working it's 8 core tiles at 100% and it's 12 secondary tiles at 50% (assuming no specialists). If you have cities that are too closely spaced, causing border some minor border interference so that one city's outer ring only has 11 tiles, will the city be working only 11 tiles at 50% or will the land restriction concentrate the labor so that it's working 56% of 11 tiles?
      It works the 11 tiles at 50%.

      Also, if you are having border conflicts with an enemy city (say it's cutting off 2 tiles of your 2nd ring), and you destroy the little bastard once and for all, is there any way for the city to gain control of those 2 tiles without waiting for it's next border expansion? If the city's only size 7 or 8, I'll often starve it down to 6, and then regrow it so that it gains full control of its rightful lands.
      I can't think of another way.

      Lastly, if there are enemy troops inside your city boundary, do they prevent you from gathering resources from the tiles the occupy?
      I'm pretty sure they don't.
      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
      CtP2 AE Wiki & Modding Reference
      One way to compile the CtP2 Source Code.

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      • #4
        or will the land restriction concentrate the labor so that it's working 56% of 11 tiles?
        Implementing this could help the AI out.
        "

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        • #5
          Originally posted by EPW View Post
          Implementing this could help the AI out.
          Thanks for volunteering
          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
          CtP2 AE Wiki & Modding Reference
          One way to compile the CtP2 Source Code.

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          • #6
            This is another change that would require the approval of the mighty Martin.
            "

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            • #7
              Hmm...wouldn't that mean that cities missing a tile would expand at size 18 rather than 19?

              Also, what would be involved in a technical fix to get borders to properly re-establish themselves when conflicts are removed?

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              • #8
                Originally posted by Hans Lemurson View Post
                Hmm...wouldn't that mean that cities missing a tile would expand at size 18 rather than 19?
                I think it would just mean at size 18 the city would collect over 100% of the resources from the 2nd ring. It would have to be fixed so this doesn't exceed 100% once available workers is greater than workable tiles.

                Also, what would be involved in a technical fix to get borders to properly re-establish themselves when conflicts are removed?
                No idea, I'll leave this to Martin
                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                CtP2 AE Wiki & Modding Reference
                One way to compile the CtP2 Source Code.

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                • #9
                  There is hopefully a "Refresh" or "CalculateCityBorders" function or something already.
                  "

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                  • #10
                    Originally posted by EPW View Post
                    There is hopefully a "Refresh" or "CalculateCityBorders" function or something already.
                    I was wondering that too.

                    Martin also added a lot of code for a new way calculate resources, I'm not sure at what stage that is at though.
                    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                    CtP2 AE Wiki & Modding Reference
                    One way to compile the CtP2 Source Code.

                    Comment


                    • #11
                      Originally posted by EPW View Post
                      There is hopefully a "Refresh" or "CalculateCityBorders" function or something already.
                      It happens whenever a city is built or changes its harvesting radius, so...hopefully. But it still only happens in that localized area. A "Global" border refresh would be in order. But that's all easy and everything for me to say. Doing it is likely gonna be a lot more tricksier.

                      Originally posted by Maquiladora View Post
                      I think it would just mean at size 18 the city would collect over 100% of the resources from the 2nd ring. It would have to be fixed so this doesn't exceed 100% once available workers is greater than workable tiles.
                      Maybe the 18th worker would default to a specialist when efficiency is already at 100%. But yeesh, that sounds like it would require manipulation of some very core functionality. But 'tis all for the greater good.

                      Thus spaketh the Lemur.

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                      • #12
                        Originally posted by EPW View Post
                        There is hopefully a "Refresh" or "CalculateCityBorders" function or something already.
                        There is already something like this. In fact, it is used when the city grows or shrinks, but it doesn't update the neighboring cities.

                        Originally posted by Maquiladora View Post
                        I was wondering that too.

                        Martin also added a lot of code for a new way calculate resources, I'm not sure at what stage that is at though.
                        It needs to be debugged heavily.

                        -Martin
                        Civ2 military advisor: "No complaints, Sir!"

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