[1.3] Tile Yields capped at 9 total?

I've modded several things in the game to produce more yield on most fertile land (mostly by upping the essense yield - seriously, what with a +1/essense spell when it's so rare you even find a 2 essence tile.

 

However, in 1.3, I'm noticing if there is a particulary crazy amount of essense, I'll see a 4/0/5 tile... which then made me Ctrl+U the map and find that NO tile had more than 9 total yield in it.

I couldn't find anything in ElementalDef that would change this (in fact MinMaterialsTileYield is still set to 3, meaning 4/0/5 should not happen)... anyone have any idea?

35,240 views 24 replies
Reply #1 Top

It's a bug, most likely.  Only thing you can do there is dial back the grain yield.  Grain is too plentiful, in my opinion, despite the fact that you need 1 grain just to get a tile yield readout.

Reply #2 Top

That might explain why there are tiles that should show Mat, Grain, Ess but don't.  I only have the G, M, E set to 1.5 per tile but it seems the calculations max at 9 total so either 3g, 3m, 3e, or any variation.  It makes it rough when you end up with tiles that have 0G, 5M, 4E or any other type of combination that leaves a 0.

I will keep playing around til I find a good balance.

 

Reply #3 Top

Yes, the new tile system softcaps everytime at 9 yields per tile, in order to move above this you would need an ungodly amount of tile generation on surrounding tiles, and even then you will just end up with insane tiles like 3-1-8 or something in that fashion. I've made a post about this in the patch preview.

 

https://forums.elementalgame.com/440201/page/4/#replies

Reply #4 Top

 

Quoting Shawn2k7, reply 3

Yes, the new tile system softcaps everytime at 9 yields per tile, in order to move above this you would need an ungodly amount of tile generation on surrounding tiles, and even then you will just end up with insane tiles like 3-1-8 or something in that fashion. I've made a post about this in the patch preview.

 

https://forums.elementalgame.com/440201/page/4/#replies[/quote]

 

 

In that quoted post you mentioned that you made a modded version allowing tile yields to surpass the softcap of 9 total resorces.

Would you mind sharing that/ how you did that, please ?

 

 

Reply #5 Top

Quoting yuffiekasiragi, reply 4

 
 

In that quoted post you mentioned that you made a modded version allowing tile yields to surpass the softcap of 9 total resorces.

Would you mind sharing that/ how you did that, please ?

 

 

 

The first picture is how their old tile system generated that portion of the map, and the second picture is how their new tile system generated it. I don't think modders have a choice over which system is used to generate tiles, it seems built into the EXE. So if your running patch 1.291 or higher than I'm afraid you may be stuck with the new system. Modding wise, their new system makes it near impossible to get any tlle yeild consistency , so I quit making the mod.

Reply #6 Top

Try this: Yields Mod

There is still the issue of having the odd weird tile yield but there's a fair emphasis on production and essence.  I've upped the minimum total tile yield to 8 to avoid having oceans of lesser yield.

Reply #7 Top

For a very short while after they changed the tile yields, I was finding cities with 3 & 4 essence, without huge hits to food or grain.   This made clearing stamps very valuable, as they had some of the best tile yield locations.   Then the cap came and killed the fun.   Would it be possible to get the cap moved to XML?

Reply #8 Top

I got around the cap yield by trial and error values and yield values. Problem is that I end up with ratios like 10G, 10M, 1 E, or 5G, 0M, 10E. These values were to high and to random for my game style.

Working within the games parameters I was able to modify several XML file values to get consistent tile yields of 3-3-3, 3-4-2, 4-4-1 G/M/E.  You can also modify building bonuses to give you the yield values you desire for your game play.  IE, Scryingpool, you could up the essence bonus from 1 to 3 and build your cities in tiles with high G/M but low E.  

I don't like to have tiles with more then 4-4-4 max or 3-5-1. 5 being the highest value I see now and then. i don't want a game that is hugely modded just a little bit of a boost to suit my needs.

The formula behind the tile yield it is really well done in my opinion and is better than the number crunch from CIV. Unfortunately, their appears to be some hard coded or Randomizing equation function that is unalterable, which probably upsets a lot of modders. lol.

Good luck with the trial and error. It is a pain but the end result is actually worth the pain lol.

Reply #9 Top

I've seen some 6-3's with the latest change.

Reply #10 Top

Quoting emmagine, reply 7

Then the cap came and killed the fun.   Would it be possible to get the cap moved to XML?

I feel the same way.  I'm not even playing at this point because this has sucked the fun out of the map modding I was doing.  Seriously.

Guess I'll check in as the patches keep coming.  Really though, a change like this should be beta'd for awhile, not just thrown at us.

Reply #11 Top

This is probably about balance between the human and AI.  The human can Ctrl-N but the AI can't, so the yields were roughly equalized so that everyone gets approximately the same amount.  But I can understand that it might be good to have a soft-cap that is set by XML rather than hard-coding.

Reply #12 Top

I dislike it because there aren't really "special" tiles anymore. It seems like there isn't nearly as much variation on most tiles. Sure sometimes you'll run into a 1/6/0, 6/3/0, or 4/5/0 but high essence tiles seem to be a thing of the past. I've played four large maps on 1.3 and perhaps I've just been unlucky, but I've only seen three 3 essence tiles in that time. The previously rare 4 essence tile of yore seems to be completely extinct (I generated many maps just looking for one). But perhaps I've just been unlucky.

It really sucks when there is a tile with strategic importance in a habitable area but you can't settle there because the new rules don't show all tiles. There can be alot more to a tile than just its resources. Even a fortress with poor resources is very useful if its at a choke point.

Reply #13 Top

Glumrug.  If you are looking for just higher essence then mod the scryingpool building to give you +E to whatever value you want. I just tend to put hammer, gentle rain, meditation, and innovation? (the + to research), thus I only need +4 essence per city.

The game is still really fun for what it is. I have replayed it more then most games in the past few years.

Reply #14 Top

I strongly dislike the 9 cap. A large part of the fun of exploring is the excitement (or just hope) of running into the occasional really nice places to settle. The cap kills that completely and makes everything boring and similar.

Reply #16 Top

I reasonably often get 3,3,3 or even 3,4,2.  Sometimes I even get a 2,4,3.  But this is with max resources and magic.

Reply #17 Top


This appears to be a good thread to ask this question in:

For those with experience, by increasing the minimum yield requirement from 6 to X, what is the result? Will all the locations simply have more yield? Or will there be less locations revealed for settling because only those that meet the X requirement are revealed?

Thanks!

Reply #18 Top

Quoting GFireflyE, reply 17


This appears to be a good thread to ask this question in:

For those with experience, by increasing the minimum yield requirement from 6 to X, what is the result? Will all the locations simply have more yield? Or will there be less locations revealed for settling because only those that meet the X requirement are revealed?

Thanks!

Somebody resurrected an old thread. Just to keep this zombie moving...

if you raise the minimum required yield, you will not see those tiles, unless they meet the requirement. Also, for those that fish through this thread the relevant data is in the elemental defs

MinValidTotalTileYield

MaxValidTotalTileYield

Reply #19 Top

Quoting parrottmath, reply 18



Quoting GFireflyE,
reply 17


This appears to be a good thread to ask this question in:

For those with experience, by increasing the minimum yield requirement from 6 to X, what is the result? Will all the locations simply have more yield? Or will there be less locations revealed for settling because only those that meet the X requirement are revealed?

Thanks!


Somebody resurrected an old thread. Just to keep this zombie moving...

if you raise the minimum required yield, you will not see those tiles, unless they meet the requirement. Also, for those that fish through this thread the relevate data is in the elemental defs

MinValidTotalTileYield

MaxValidTotalTileYield

kk. thanks. I just wanted to confirm that.

Raising MinValidTotalTileYield = Less available locations to settle. Got it.

Thanks parrotmath.

Reply #20 Top

Hmm.. maybe I need to experiment more in the elementaldefs file. I want big maps with few spots to settle. 

Any way to add materials/grain to the land to make them show? The bloom spells are just making desert etc. into land right? I would love a high mana cost spell that added +2 Grain + 2 Materials for instance to one tile. 

Reply #21 Top

Quoting sjaminei, reply 20
Hmm.. maybe I need to experiment more in the elementaldefs file. I want big maps with few spots to settle. 

Any way to add materials/grain to the land to make them show? The bloom spells are just making desert etc. into land right? I would love a high mana cost spell that added +2 Grain + 2 Materials for instance to one tile. 

For me, I'm just tired of the AI choosing 1/5/0 locations to settle on when there are 2/3/2 locations RIGHT beside.

I'm going to play around with it, increase the min from 6 to 7 as well as increase the max from 9 to 10. See what the result is. Hopefully I'll receive slightly fewer locations to settle, but have better quality of locations so that the AI has better cities.

 

Reply #22 Top

Quoting GFireflyE, reply 21
For me, I'm just tired of the AI choosing 1/5/0 locations to settle on when there are 2/3/2 locations RIGHT beside.

Haha, up your difficulty mate. ;) When it is high it doesn't matter if it's 1 Grain, they will somehow get it up to lvl 5 anyways before your first lvl 5. (and when you capture that crap location, it will be lvl 5 with tons of goodies in it, so the tile output does not matter, a "hidden" bonus to playing harder difficulties) 

I want to be able to make a few super cities, the AI be damned. If it needs more bonuses, I will give that to it. ^^ The AI can settle all those crappy spots and profit, I don't want the hassle. 

Also, anyone know when tile yields are determined? So far my experiments with a spell has failed. I guess I could make a new "terraform" land that have more yields or something?

Reply #23 Top

Quoting sjaminei, reply 22



Quoting GFireflyE,
reply 21
For me, I'm just tired of the AI choosing 1/5/0 locations to settle on when there are 2/3/2 locations RIGHT beside.


Haha, up your difficulty mate. When it is high it doesn't matter if it's 1 Grain, they will somehow get it up to lvl 5 anyways before your first lvl 5. (and when you capture that crap location, it will be lvl 5 with tons of goodies in it, so the tile output does not matter, a "hidden" bonus to playing harder difficulties) 

I want to be able to make a few super cities, the AI be damned. If it needs more bonuses, I will give that to it. ^^ The AI can settle all those crappy spots and profit, I don't want the hassle. 

Also, anyone know when tile yields are determined? So far my experiments with a spell has failed. I guess I could make a new "terraform" land that have more yields or something?

I'm playing on hard/hard

I don't want to go much higher because I don't really like the concept of the AI being allowed to cheat to keep up.

Reply #24 Top

Cheating goes both ways. You are allowed to do stuff that the AI isn't allowed to, so it evens out. The whole "AI cheats" argument is really hollow in my opinion. Care about your performance first, the AI's second. (It's only role is to provide a challenge as you climb, and it does that adequately imo) Hell, beating swarming AI with intelligence is were the fun part is ;)

I want an AI challenge, so if it cheats to get there or plays intelligent does not matter to me. Either works fine, though I would prefer intelligence obviously, but I am satisfied with what I get so far.