Editor Documentation Errors

Nope, it's omission in documentation is a FUBAR! [party] - Furthermore, I (for whatever reason) have to hold down the "Fn" & "F12" keys simultaneously to access this feature.

- :suicide:z

Are you using a laptop? I know some laptops require pressing Fn to use any of the F keys; a friend of mine has one of those, but I couldn't buy one myself because it would interfere too much with going to the Civ advisors.

If you aren't using such a laptop, that's odd. Perhaps another example of what Steph calls Exotic Firaxis Programming.
 
Are you using a laptop? I know some laptops require pressing Fn to use any of the F keys; a friend of mine has one of those, but I couldn't buy one myself because it would interfere too much with going to the Civ advisors.

If you aren't using such a laptop, that's odd. Perhaps another example of what Steph calls Exotic Firaxis Programming.

Yep, seriously decked-out laptop. Interesting, though, why that should make a difference.

-:confused:z
 
Not sure if it belongs here, but from my testing:
1. A player cannot create Any Specialist citizens unless if at least one of them they have access to produces positive happiness.
2. If the game does not have a unit with defense or offense AI Strategy flag checked after a city has finished production and nothing is in the queue to recommend the player, it will crash. The presence of units with offensive and defensive power without the AI Strategy checked is insufficient, and if other entries are queued up it will not crash.
 
I don't know if this has been written down elsewhere, but I thought I'd share here what I've discovered about obsoletion of city improvements. I'm working with a scenario where almost all city improvements can become obsolete, so I'll write down what I've observed so far. What I have changed in these improvements is what the techs make them available, how much culture they generate (this only goes for those buildings that already generated any culture originally), that most improvements don't require another improvement (e.g. the university doesn't require you to first have a library) and, as already stated, that improvements will go obsolete with the discovery of a certain tech.

Hospital
If you have a city of size 13 for example, and the hospital goes obsolete, the city will stay size 13 and stop growing. The food box keeps filling up, but once it's full you can see that the city is not growing anymore. You can't have workers join the city either.

Aqueduct
Similar situation as with the hospital. I have also noticed that if you started building an aqueduct before aqueducts became obsolete, you can finish the aqueduct, and it will appear in the city. But it will have no effect.

Manufacturing plant
Even after going obsolete, mfg plants will not disappear from your cities. But you can't build any new ones. The ones you have still require maintenance, and I'm like 90% sure that they will keep boosting your production.

Factory
Same thing as the mfg plant.

Airport
Airports disappear completely from your cities, and new air units will be regular.

Cathedral
New cathedrals can't be built, but the ones you already had stay in their cities. They continue costing maintenance and producing happy faces after going obsolete, but they stop producing culture.

University
I only tried to build one university, and it got finished the same turn universities became obsolete. I checked that city, but no university could be seen in it.
 
Government obsoleting produces some similar results too. Like I found small wonders, all empire happiness carried over, but not local happiness (Pretty sure I remembered this correctly). Maintenance costs did continue no matter what. But if you went back into that government, you could sell it if it was an improvement, which removed the maintenance, and you could switch back to another gov no problem. I had to do alot of testing on this for my mod and I do not quite remember all the flags that did carry over.
 
The first new one in 5 years! :dance: TY @Virote_Considon! -

"The Culturally Linked Start Locations option is absolutely bugged, and in a way that I'd be surprised to find that it had any of its intended effect actually implemented."


:D
 
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Yes. Unless you manually deselect it, in any map larger than normal you'll get all of the American civs or maybe all but one of them.
 
Let's work it out.
31 civs (plus barbarians).
Asians: India, Mongolia, China, Japan, Korea. (5)
Americans: USA, Mayas, Aztecs, Inca, Iroquois. (5)
Middle Eastern: Persia, Ottomans, Babylon, Sumeria, Arabia, Hittites (6)
Mediterranean: Egypt, Rome, Greece, Byzantium, Carthage, Zulu? (6)
European: France, Spain, Portugal, Celts, Dutch, English, Vikings, Russia, Germany. (9)

(NB: I never remember about Zulu and Hittites, but still)

How is it that you always get specifically the American civs to all show up instead of the similarly-numerous non-European groups?

Is there an Old World v. New World hidden stat somewhere?
 
Moderator Action: Moved to Tutorials, References, & Guides as requested
 
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