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Proteus_MST
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What do you do with razed city tiles (appearing after bad things like plagues) ?
Is there any way to get rid of them?
I tried pillaging them with a unit (which obviously didn´t work, because you switched pillaging off) and I tried to built other terrain improvements over them, which also didn´t work, not even trying to terraform them into grassland.
And, if there is no chance for me to get rid of these tiles, is there a chance that a new city tile (or a wonder) is build automatically atop the razed city tile?
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stankarp
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australia
Feb 2002 time: 05:37
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You can pillage away dead city tiles.
You must have 500 gold to do so as it costs this much. Also, often you cannot do it in the first turn the tile appears. But after that I have always been able to do it.
Make sure your unit has the equivalent of 1 complete tile movement point left to complete the pillage.
Sometimes a new city tile or wonder will be placed over the dead tile.
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:37
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well.. and sometimes wondertis are placed over city expansions which results in a dead tile... in that case i think its justified to correct the game via the editor
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stankarp
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australia
Feb 2002 time: 05:37
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I am sure I found the reason for that Zaphod and it now should not happen since the Diplo Update (it did happen before). A wonder tile may be placed over a ruin tile which should replace it.
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:37
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im playing with diplomod (only difference is output of forrests and latifundia add 5 food like they did in cradle) and yes... at the site where the city was a dead city tile appears and if moving the mouse there it says somewondertileimp and gives correct values.. the turn after its only a plain dead cx tile with the according mali
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Proteus_MST
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Same for me.
As soon as I built the Coliseum it appeared on a former citytile (the city was surrounded by them, no free tile adjacend to the city), the graphics shown was a mix from dead citytile and the wonder and the Description givenm was that of the coliseum.
The very next turn the Coliseum had vanished and only the razed town remained.
Here the View at the turn it was built
The Mousepointer points to the tile with the coliseum.
Attachment: lothlorien1426.jpg
This has been downloaded 88 time(s).
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Proteus_MST
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And here one turn later
Attachment: lothlorien1430.jpg
This has been downloaded 90 time(s).
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stankarp
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australia
Feb 2002 time: 05:37
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In the picture above, the reason is that there was no other tile to place the wonder on. So the wonder code placed it anyway.
If you are building a wonder with a wonder tile in a city, make sure that you have a tile adjacent to a city to allow the tile to be placed. It should not place on another wonder, a suburb tile or an outpost. But if there is no room, it appears it will place it on a suburb tile. I built Coliseum in a game recently and saw I had no room , so I pillaged away a suburb tile(2 turns, one for the suburb and one for the dead tile) and the code placed it in the vacant spot.
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:37
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which brings me to the question why you disabled the second ring for cx tiles?
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stankarp
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australia
Feb 2002 time: 05:37
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AFAIK I did not disable it? All I did was reduce the total number of CX tiles to a maximum of 4 if the city does not have any growth problems.
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stankarp
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australia
Feb 2002 time: 05:37
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1) lateest version of xity X AFAIK.
2) goods, I decided to standardise the bonus. BTW, for some reason some of the tile improvements do not appear under some gods, mainly glacier I think, never found out why.
3) SLIC is not 100% reliable, I found a militia in the middle of nowhere once. Every now and then you will get a little hiccup.
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Proteus_MST
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quote: Originally posted by stankarp
In the picture above, the reason is that there was no other tile to place the wonder on. So the wonder code placed it anyway.
If you are building a wonder with a wonder tile in a city, make sure that you have a tile adjacent to a city to allow the tile to be placed. It should not place on another wonder, a suburb tile or an outpost. But if there is no room, it appears it will place it on a suburb tile. I built Coliseum in a game recently and saw I had no room , so I pillaged away a suburb tile(2 turns, one for the suburb and one for the dead tile) and the code placed it in the vacant spot. |
Yep,
that solved the problem for m,e.
Reloaded some turns before the wonder was built,
rrazed a suburb twice and the coliseum appeared at exactly this tile.
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stankarp
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australia
Feb 2002 time: 05:37
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quote: back on topic, i just a strange appearance.. for no obvious reason there appeared a column builder at my capital, i had no war going on, no barbs around and didn't get any x has slain y message. |
SLIC is not 100% reliable as sometimes every now and then something happens in the source that blocks or interferes with an external function. To make absolutely sure that you get your points and monuments when you capture a capital or kill an AI, I have a backup code that triggers if the main code fires. Unfortunately, sometimes if the AI captures an AI capital, you will get the Column Builder.
quote: secret of dark ages in a goody hut |
Due to the size of the AOM tech tree, sometimes you will get a advance from a hut that is 2 levels away.
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Proteus_MST
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quote: Originally posted by Zaphod Beeblebrox
which brings me to the question why you disabled the second ring for cx tiles? |
Occasionally the 2nd ring gets used for the Suburbs.
I´ve giot 2 cities within my empires which built a suburb there.
They´ve both in common that they´re mostly surrounded by water with only few landtiles free to build city expansions there.
(below is a picture of the first; the second is even more extreme as it has only 1 land tile directly adjacend to it)
So maybe in combination with the posting of stancarp, it could be that the city builds its expansions always in the first ring if there are >= 4 land tiles in the first ring.
If not it also uses the second ring to build them there.
Attachment: nostria_2006.jpg
This has been downloaded 30 time(s).
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Zaphod Beeblebrox
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aachen, germany
Aug 1999 time: 05:37
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yeah meanwhile i've seen a ring three suburb (though there had been a little space in ring 2, ring 1 consists of another suburb, an outpost and lots of water) but i've quite often seen the expansion code tear down a suburb in ring one though there would have been sufficiant space in ring 2
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skrobism
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OK - I'm ready to start the review as promised. Watch here for updates.
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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