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).
I submitted a ticket on 2K's support page as well, with a short description and linking back here.Has this been brought to Firaxis's attention yet? I'm not entirely sure where bug reports for them are supposed to be filed
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.
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.
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).
So it is possible to encounter this bug with no mods enabled, which means it's on Firaxis to fix ASAP since they can't point to user created content as the culprit. Purely speculation since I'm not able to inspect their code for any unforeseen or unintended consequences, but I'd think this could be patched simply by increasing the number of civ/city state combinations from 64 to 128 and instead of reserving the 63rd/64th spot for Free Cities/Barbarians, reserve the 127th/128th.
So it is possible to encounter this bug with no mods enabled, which means it's on Firaxis to fix ASAP since they can't point to user created content as the culprit. Purely speculation since I'm not able to inspect their code for any unforeseen or unintended consequences, but I'd think this could be patched simply by increasing the number of civ/city state combinations from 64 to 128 and instead of reserving the 63rd/64th spot for Free Cities/Barbarians, reserve the 127th/128th.
While it is possible to encounter the bug with no mods (as others have confirmed in this thread many times), unfortunately, encountering the bug means you are going outside of Firaxis' officially supported game parameters. The game doesn't "officially" support more than 12 major civs in any game, so if you follow that suggestion, you'd never come across it. Nevertheless, I hope this bug gets fixed ASAP
What I don't understand is why this popped up with this new update, which to my knowledge touches absolutely nothing about (insert literally any feature here)
What I don't understand is why this popped up with this new update, which to my knowledge touches absolutely nothing about city-states or free cities at all.
So I see a potential fix for new games. Is there anything we can do for existing games? Perhaps something we can do in Firetuner manually?
So I can't be creative, remove a city state off the map, and see a free state appear?