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Game Mechanic: These are plots with features like forests or rainforests that can be harvested for production or food.
Game Mechanic: These are the "catch-all" plots. They don't have specific features or bonuses but can still be used for any improvement the player desires.
Here is a link to a pastebin with the full explanation [pastebin.com]
Game Mechanic: The code identifies plots that aren't top priority for resources but offer other benefits. Examples include:
Non-hill woods next to rivers (for Lumber Mills)
Floodplains or volcanic soil (for Farms)
Tiles buffed by wonders
Currently worked tiles without improvements
Game Mechanic: Hills generally provide +1 Production, making them good candidates for various improvements. The mod highlights them to remind the player of their potential.
Meaning: Plots with high-priority resources outside the city's working range.
Game Mechanic: These resources are still important but less immediately accessible. The mod may suggest them for strategic reasons (vital resources, adjacency bonuses).
Game Mechanic: These plots have features or terrain that make them ideal for these specific improvements. The mod highlights them to guide the player towards specialized development.
Hey guys, I've reviewed the code. Here are the meanings and corresponding game mechanic for each color along with the variable in the code that defines them:
Meaning: This color indicates a plot where building an improvement is actively detrimental or not allowed.
Game Mechanic: The code highlights plots that already have districts or are impassable (mountains, wonders). It might also highlight plots with existing improvements that are pillaged, signaling they need repair before being useful.
Meaning: Plots with high-priority resources that are within the city's working range.
Game Mechanic: These plots contain resources that the player has discovered and can immediately improve, providing valuable yields.
https://github.com/astog/MoreLenses/blob/master/Lenses/Builder/BuilderLens_Config_Default.lua
The colors indicate the priority the mod assigns each tile.
The tile gets assigned a priority 1 thru 7, each rank is a different color.
Priorities:
-- Priority - Dangerous (Red color)
-- Priority - 1 (Purple)
-- Priority - 1 (Purple but whitened to show lower priority)
-- Priority - 2 (Violet)
-- Priority - 3 (Blue)
-- Priority - 4 (Teal)
-- Priority - 5 (Green)
-- Priority - 6 (Yellow)
-- Priority - 7 (White'ish)
-- Priority - Nothing (Grey color)
Summary:
While this brief look at the code didn't answer *why* each priority is assigned, it at least showed there is a priority system and which color is corresponds to which priority.