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Panda
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Europe
Jan 1970 time: 05:37
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Credit where credit's due, this is thanks to Dusty. I believe this is the topic you had in mind, tecumseh http://apolyton.net/forums/Forum18/HTML/001104.html
I've yet to try this out, but I doubt the "fertility" flag is dynamic. I think it more likely that only those grassland/plain squares when you first create the game will have this value, so if you edit that grassland square to arctic, the AI will still build there. If it can be controlled this way; tecumseh's findings suggest it can.
edit: actually, thinking about it, the reason tecumseh noticed only forts and roads and not irrigation may be attributed to the values set in the rules.txt where you can tinker with the minimum government needed for a particular improvement to each terrain type.
<font size=1 face=Arial color=444444>[This message has been edited by Andrew Livings (edited February 27, 2001).]</font>
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:37
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The idea is actually much more ancient and sort of common knowledge (although Dusty was the first to get the technical details right): http://apolyton.net/forums/Forum4/HTML/000491.html
I used the method in my <A href="http://www.sidgames.com/hosted/civ2/scen.cfm#fictional">Orbis Terrae</A> scenario to prevent city building.
In case you're interested, I recently dug a little more into the exact encoding of maps in savegames (an earlier version can be found here: <A href="http://gene.wins.uva.nl/~jvermeir/savmaps.htm">Map Encoding in Savegames</A>, it's also part of Allard's "Hex Editing" doc). I might update it with my more recent version. I found more info, especially concerning fertility.
Another thing, there's a utility called MapCopy (should be in the database) which can copy fertility information between maps/savegames. When you use that, you can make a map where all fertile terrain is grassland and the rest, say, glacier. You can then copy the fertility info of that map into the savegame. That a whole lot easier than changing the hexes by hand! Even more, this method could also allow you to have the AI build cities on all kinds of terrain (not just whatever's in the grassland/plains spots). For instance, you could get the AI to build a city on a mountain (like Gibraltar or whatever is appropriate).
<font size=1 face=Arial color=444444>[This message has been edited by Mercator (edited March 01, 2001).]</font>
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Mercator
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Sorekara no Nanimo
Jan 1970 time: 06:37
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I updated the Map Encoding file.
Last edited by Mercator on 30-01-2005 at 22:32
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