Sid Meier's Civilization VII

Sid Meier's Civilization VII

Fixed Warehouses
6 Comments
JNR  [author] 24 Jul @ 4:33pm 
Yes, that's why I uploaded it. 1.2.3 did not change anything here.
Levi (λ) 23 Jul @ 6:48pm 
Is this still missing from today's update?
JNR  [author] 23 Jul @ 11:22am 
Worth noting that this was a lot more extensive at launch, where *all* bonuses of the Ironworks and Grocer were wrong this way. Sawmills were also missing a boost to Camps. Most of that got fixed, but for some reason the parts I described below weren't, as if someone stopped working on the fix halfway through.
coolio6556 23 Jul @ 10:59am 
Thank you for the clarification!
JNR  [author] 23 Jul @ 10:06am 
The Brickyard technically gives +1 Production to "Wet" terrain, not to Clay Pits. The Ironworks, however, give it to Clay Pits, not "Wet" terrain. This means that any "Wet" tile which is improved by something other than a Clay Pit - i.e. a unique improvement - will not get the bonus from Ironworks.

The Grocer's bonus applies to Coastal terrain, but not the various features which can be found on it, like the Fishing Quay does it. Due to the hierarchy in how warehouse bonuses work, a terrain-based bonus will not apply if the tile has any feature or resource (which is why the Granary for example gives +1 Food to both Flat terrain *and* to the Floodplains feature, without this resulting in +2 Food on those tiles; only the highest order is processed).

I don't think the Grocer part is currently affecting any unique improvement, but the Ironworks issue with Clay Pits does affect the Stepwell, Kabaka's Lake, Institute, Open-Air Museum, and Shore Battery if placed on Wet terrain.
coolio6556 23 Jul @ 8:07am 
Can you elaborate on the inconsistencies that this mod fixes? Thank you!