Some minor glitches on Metallurgy:
- In abilities section it says 2 times that "Allows Mine to upgrade to Shaft Mine"
I haven't yet checked what says the description for Foundry.
- enables Foundry which requires at least a city of size 1.
int iPrereqPopulation = std::max(kBuilding.getPrereqPopulation(), (pCity != NULL ? pCity->getNumPopulationEmployed() + 1 : 0) + kBuilding.getNumPopulationEmployed());
if (iPrereqPopulation > 0)
{
if (pCity == NULL || pCity->getPopulation() < iPrereqPopulation)
{
szBuffer.append(NEWLINE);
szBuffer.append(gDLL->getText("TXT_KEY_BUILDING_REQUIRES_POPULATION", iPrereqPopulation));
}
}
I know, working on it but probably no fix before end of June. Which revision are you using?Hi all!
Just to report a bug:
playing and chilling, I have reached the tech level of frigates, arqeubusiers and similar stuff. The same with AI-civs. And what do I see? Somalian civilisation starts producing their special unit (anti aircraft infantry from Black Hawk Down, 50 strength). They are steam-rolling the map now, no wonder why, as other civ can only field 13-20 strength units.
With regards,
Pozdrawiam,
TPMM
Hi all!
Just to report a bug:
playing and chilling, I have reached the tech level of frigates, arqeubusiers and similar stuff. The same with AI-civs. And what do I see? Somalian civilisation starts producing their special unit (anti aircraft infantry from Black Hawk Down, 50 strength). They are steam-rolling the map now, no wonder why, as other civ can only field 13-20 strength units.
With regards,
Pozdrawiam,
TPMM
I think income from religion wonders should be limited by 20 or 30 gold (1 per city) like in Rhye mod. Because now especially on large maps and with so many religions, civs could found 3 or more religions and with so many cities with these religions they will receive huge amount of money every turn. This leads to 100% science and super fast development and great unbalance between first and last civs.
45°38'N-13°47'E;14310390 said:And if you use Flexible Difficulty and Flexible AI, it helps solving the problem of the big gap between first and last civ.
Known bug, I'll fix it at the end of the month.Playing on 1018:
I have Wheat (2, -1) in my city screen despite having no outstanding wheat trades in my current trades window.
At some point an AI demanded wheat from me. Possibly that civ is dead now?
I tried pillaging both wheat, waiting a turn or two and then rebuilding the wheat. The negative trade still reappears.
How can I get my missing wheat back??
Definitely a bug. See attached game.
I need "vertical Farming" to upgrade to next level at my farms, but I have searched for 30 min now i the tech tree and can't find it. I read about it in the civiliopedia, but nothing more than that....
I haven't got "future tech" available so i hope thats not the reason....
Maybe you haven't selected Future Era in custom game options.
I choose in the beginning to play without Future era.....
Maybe it shouldn't stay that i could upgrade it if i not have future era in my game..??