1.0.0.38 Assorted List of Bugs, Issues, & Suggestions

Kougar7

Warlord
Joined
Oct 24, 2016
Messages
153
Location
Texas
After playing entirely too much Civ the here's a list of active 1.0.0.38 assorted issues & bugs most too minor for their own threads. Many are already covered in the forums I'm sure.

  1. Cannot build aircraft carriers in fleet/armada, but can buy them as a fleet/armada (in the same city)
  2. Regardless of # of carriers in the group the unit only carries 2 aircraft
  3. Hex improvements like Ziggurats are removed when capturing the owning city
  4. Planes move to the city hex when the airport is occupied?
  5. AI ignores fallout in its pathing for all unit classes
  6. AI paths around enemy civilian units when it is faster for it to simply capture
  7. Barbarian scouts usually ignore civilian units
  8. Barbs & Civ AI still try to attack with civilian units
  9. Killing a foreign missionary/Apostle in your own territory triggers the AI proselytizing conversion warning from neighboring AI cities.
  10. All unit production progress is lost when unit tech is upgraded, such as catapults into bombards that require nitre. When the resource isn't available then predecessor units should remain available/spawn.
  11. Great Britain - capturing an enemy city spawns a new melee unit, even when razing the city
  12. Spy escape menu claims loot=none, but the spy actually had ~1k in gold loot after escaping.
  13. Spy escape menu says the AI lost respect when a mission failed, even when the spy remained undetected.
  14. AI will spend 2000 gold to trade for a strategic resource that it has in its own lands & required tech for, instead of buying a builder and improving the resource. In a different game the AI repeatedly paid thousands in gold across 500 turns instead of improving coal it started with (atomic era start, so it started with the tech)
  15. The AI declaring war does not nullify past promises made to them. During a war Kongo declared I was notified I had broken a promise to move troops off Kongo's border.
  16. AI will happily sell off ALL Great Works and relics when it is leading in culture, causing it to quickly lose
  17. AI will ask for research agreements for "future tech"
  18. AI tries to attack naval ships with embarked land units (which cannot attack naval units)
  19. AI does not pillage harbor districts despite camping them with submarines for 15+ turns
  20. AI does not understand different era starts, ie that it can build districts & workers in one turn. 500 turns in its Capitol will have almost no improvements on Atomic era start.
  21. AI initiates trades for lux resources it was traded in the previous turn.
  22. When building a naval armada and the ship tech upgrades, only a single unit gets built instead of an armada.
  23. Uboats cannot pillage or attack Spaceports, both with and without projects active
  24. Nukes do not damage encampment districts yet still pillage them
  25. Deity AI will not move units back to prevent its capital from capture, nor move units out of a city to buy reinforcements. Instead it buys civilian units. One deity AI had an empty encampment at its capital and never bought a military unit in during a sustained siege.
  26. Alliance has ended notification uses previous/random notification icons. (Was intended to use an ! icon)
  27. Never been able to purchase walls with gold, but Suzerain bonus of Valletta claims that it is possible?
  28. AI can sometimes get stuck asking every single turn for friendship
  29. 500 turns in AI still doesn't improve rock quarries or copper mines, it ignores them completely
  30. Game process still randomly locks when exiting the game
  31. Inland Sea map still has invisible rivers that only show in strategic view
  32. "Abundant Resources" option should not allow some types of lux goods to not spawn on the map. Played on an Inland Sea map where almost 10 lux good types did not exist on the entire map.
  33. AI logic when attacking cities, makes no attempt to destroy the walls to prevent city attacks
  34. AI does not always use its ranged attacks from encampments and cities, it should never not use them
  35. AI doesn't seem to understand the attack-move limits of artillery
  36. Ranged units should not attempt to move ontop of the target when given the attack command. For example attempting to attack a navel vessel with a ranged attacker caused it to move and embark into the ocean to attack, which is impossible for ranged land units to do.
  37. Barbarians can no longer capture cities, but repeatedly attack them when the city is at 0 defense regardless
  38. There is some sort of negative GPT bug that affected 2 out of the 3 remaining AI in one of my games, GPT was never shown in trades and it appeared that they had no army due to disbanding.

Suggested Improvements

  1. Sorting trade routes by type should automatically rank highest-to-lowest for that type
  2. Trades routes should have an auto-renew tickbox to cut down on prompts
  3. Spies on defense should not prompt for new missions
  4. Spies just transferred to a city should for no reason ever automatically open the city transfer pane
  5. AI should not spam friendship requests every 8 turns (or less)
  6. Players should have discussion options to demand the AI not religiously convert cities.
  7. Players should have the option to demand the AI move forces off its borders
  8. Lenses need to offer resource highlight options. A lens for each resource type (bonus, lux, strategic), a lens for barbarian camps (or barbarian activity zones), and a lens for tribal villages. Doubly important for when satellites are launched for map vision as barbarian/tribal sounds are played.
  9. A trade deals screen showing resources currently being received in trade (or from suzerain status) is required since the AI will spam duplicate lux offers.
  10. Notification (or stealing camera focus) regarding cities that can fire on an enemy, none is currently provided.
  11. A world-wrap enabled land map with minor lakes & canals.
  12. Ability to switch the Naturalist park diamond between horizontal/vertical
  13. Some indication of tourism benefits based on tile types within the park, especially in regards to planting/appeal improvements.
  14. Option to block any and all interaction with an AI to prevent notification, trade, friendship request, and gift request spamming.

Grievous Balance issues:

  • No coal means no navy. Player can't build ironclads or battleships without coal but also no longer has the ability build predecessor frigates & caravels. So no navy can be built for three eras.
  • No aluminum means no air force. Can't build fighters, bombers, jet bombers, or jet fighters without aluminum. Biplanes are the only air unit that don't require aluminum and can't be built after fighters are researched.
 
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there is a serious bug in trading gold to AI in exchange of their great work. Negative GPT shows in the resource HUD but on the next turn, gold still increase.
 
Will add some more from my most recent game.
  1. AI asks for friendship every single turn (multiple AI, multiple games)
  2. Unit auto-paths ontop of military units, can't progress the turn even when there is a free hex next to it. Forced to load from autosave to continue.
  3. Receiving unit upgrade notification for Apostles but no upgrade exists
  4. Serious GPT bugs. 496 +546.3 per turn !=730 1477 + 417.1 per turn != 1607, etc. Once GPT display is bugged it is permanent
  5. Enemy submarine is directly adjacent to my city hex but is not being revealed. A workers moves and reveals it is there, yet the city still cannot attack it. (was able to attack on the next turn however)
  6. Counter-spy in capital is never given a promotion, despite a dozen killed & captured spies in the same city or within the 2 hex radius.
 
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