[NFP] 1.0.9.9 Free Cities missing

danguru

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Dec 30, 2011
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The game doesn't create the player "Free Cities" at the start of the game. You can verify this by looking at the file "GameCore.log".

This means when a city goes to rebel it has no player to change hands to. It stays a "0 turns to rebellion" forever.
 
I'm glad it's not me. I can also confirm and provide some extra information

- This seems to only apply under the following condition:

- Huge Map, 24 City States, 18 Players.

I was testing this issues and found that Duel Map Sizes have Free Cities, so it seems to relate at the very least map size or player number.

I know that there is a hard-code limit of up to 62 civs/states as 63 and 64 (or 62 and 63) are reserved for Free Cities and Barbarians.

This bug occurs on Large and Huge map with maxed out players/city states. It does not occur on Standard Map with maxed out players/city states.

I've tried exploring it and found that Large and Huge maps just break the Free City player's showing up. Tried exploring and managed to get 22 city states and about 14 players before Free Cities stopped loading into the session.

However the number on a Huge map didn't match. Hope this gets fixed because I don't wanna play on a smaller map.
 
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I'd just like to add to this

Huge Map, no mods, all game modes (except Tech Shuffle), 12 players, 18 city states (30 player slots) - Free Cities exist.

Huge Map, no mods, all game modes (except Tech Shuffle), 18 players, 0 city states (18 player slots) - Free Cities exist.

Huge Map, no mods, all game modes (except Tech Shuffle), 18 players, 18 city states (36 player slots) - No Free Cities exist.

Huge Map, no mods, all game modes (except Tech Shuffle), 18 players, 12 city states (36 player slots) - No Free Cities exist.

Huge Map, no mods, all game modes (except Tech Shuffle), 12 players, 24 city states (36 player slots) - Free Cities exist.

Huge Map, no mods, all game modes (except Tech Shuffle), 13 players, 24 city states (37 player slots) - Free Cities exist.


Huge Map, no mods, all game modes (except Tech Shuffle), 14 players, 24 city states (38 player slots) - Free Cities exist.

15 players however will break Free Cities... this is a very confusing bug.
 
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I can confirm, that also on my game with multiple civs on a huge map (16 + at least) and 18 city states, no free cities exists. This also applies for my cities not flipping.
 
Was working fine for me on a standard map with 8 civs and 16 CS's (pretty sure I upped it to 16)
 
Not sure how relevant this is to the discussion but I haven't had this issue when using larger than huge map sizes (modded map sizes). I use YNAMP Enormous, no particular number of players or city-states.
 
I am having the same issue on a Huge map with 16 civs and 8 city states. I haven't seen one free city yet many on my civ's borders would of flipped to free by now.
 
Had this on a small map in my last game, loyalty to 0 in one of my town (fixed after reboot) and an AI city not flipping independant. Don't ask me why.
 
I've Had this now on every game on different multiple map sizes since the latest update, cant seem to find an existing save fix as yet (reboots etc).

Anyone have a sample of the info that should be in the GameCore file i can try an add?
 
Not sure it's (entirely) related to map size, as my current game is small with only 5 players and 9 CS and I'm still having this issue. Funnily enough, this happened in a game where France/Eleanor is one of the AI. See attached pictures. I (Bull Moose Teddy) have had a few England (Victoria) cities at 0 loyalty for 50+ turns across multiple ages, and only recently noticed her losing a separate city to France. Note the difference - while the cities of Birmingham and Plymouth (that I should have flipped by now) do display the text "Loyalty to English Empire dropping -x points per turn", it's just stuck since it can't fall to rebellion and become a free city, while Manchester has the French icon and says it will fall to France, since her ability causes her to instantly gain the city and skip the free city step.
 

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I've Had this now on every game on different multiple map sizes since the latest update, cant seem to find an existing save fix as yet (reboots etc).

Anyone have a sample of the info that should be in the GameCore file i can try an add?

I should have added, when the reboot fixed my city problem that was at least 50 turns after it should have rebelled and I had victor in it the whole time. I really don't know what's going on. At first i thought it was Civitas city states but i've seen barbs getting a civ city go down to zero health maybe 100 turns later without anything happening.
 
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Follow up to my last post... a theory on possible cause worth testing, I would but not at my machine at the moment. Could it be linked to Eleanor's ability to flip cities whilst skipping the free city stage? Would explain why I'm seeing it on a small map that just happened to spawn her, and others are seeing it on large maps, just due to the increased likelihood of spawning her as a function of having more civs. Also would probably only be noticeable when the AI is Eleanor, as a player controlled Eleanor behaving that way would be expected.

Nevermind, just tested and doesn't make a difference if she's in the game or not. What does make a difference is whether or not Civitas City States is enabled though. Now to check if it's the mod itself or a specific option...
 
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Follow up to my last post... a theory on possible cause worth testing, I would but not at my machine at the moment. Could it be linked to Eleanor's ability to flip cities whilst skipping the free city stage? Would explain why I'm seeing it on a small map that just happened to spawn her, and others are seeing it on large maps, just due to the increased likelihood of spawning her as a function of having more civs. Also would probably only be noticeable when the AI is Eleanor, as a player controlled Eleanor behaving that way would be expected.

I think the very first post in this thread already explained the cause of this bug.
 
I think the very first post in this thread already explained the cause of this bug.

It explained what's missing from the Gamecore.log, specifically this line:

[1696311.008] Player 62: Civilization - CIVILIZATION_FREE_CITIES (1332034383) Leader - LEADER_FREE_CITIES (-1907075578), - Level - CIVILIZATION_LEVEL_FREE_CITIES, SlotStatus - AI

It doesn't explain why that line is missing, but it appears to be tied to Civitas City States mod, as you can start a game right now on Tiny and still get the bug, so it's not explicitly tied to a certain number of civs/city states.
 
After about 2 hours of testing, I think I've potentially figured out the issue here. From what I can tell:
If the number of civ slots + the number of AVAILABLE city-states is greater than 62, the game no longer reserves the 62nd player slot for free cities.

There are 48 city-states in the unmodded game (with all DLC).

A game with 14 civ slots (aka default Huge +2 civ slots) will run properly (48+14 = 62).
A game with 15 civ slots (aka default Huge +3 civ slots) will not run properly (48+15 = 63).

If you add modded city-states the math still follows the same pattern. The easiest way to test would be to download some of Gedemo's excellent city-state mods. I ran tests with the following parameters:

A game with 2 civ slots (aka Duel) and 12 modded city-states will run properly (48+12+2 = 62).
A game with 2 civ slots (aka Duel) and 13 modded city-states will not run properly (48+13+2 = 63).
A game with 3 civ slots (aka Duel +1 civ slot) and 12 modded city-states will not run properly (48+12+3 = 63).

Increasing the number of full-fledged civilizations via mods does not seem to impact this at all (tested with my Tongva mod).

EDIT: Thankfully, it looks as though the 'number of available city-states' refers to the number of city-states activated in the picker, so one can avoid the issue by making sure to only activate a number of city-states that would keep the total under 63.
 
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