civ4-advciv-oracle-bug
Warlord
- Joined
- Jan 18, 2025
- Messages
- 148
I would like to also add this trading inconsistency.
It is example 147 (medium priority with the other trading examples, even though less important than them it is about as important so i think i can/want to group it with them i mean anyways).
I also added screenshots that show the different parts of this problem i mean anyways.
I am not sure it is a bug though, could be just how it (is intended or how it currently) works, but it is not convenient and would be nice if tweaked or improved in advciv if wished/possible i mean anyways.
The issue/problem i mean anyways is that if the first trade of ressource (sheep in this example i mean anyways) reaches max gold per turn of the other player of the trade (6 gold per turn here i mean anyways), then new gold per turn (here 2 new gold per turn i mean anyways) magically appears and more trades (sugar in this example that is valued 2 gold per turn by Japan AI i mean anyways) for this new gold per turn is now possible.
It is also not convenient because it cannot be guessed: sometimes new gold per turn magically appears, some other times it will stay at 0 after first trade in other circumstances i mean anyways.
This new magical gold appearing problem is not the only problem, but also that when i want to trade in one go sheep+sugar, he only gives me 6 gold per turn
However, if i trade the sheep first for 6 gold per turn, then he gains a new 2 gold per turn "magically" i mean anyways. And now i can trade again this 2 gold per turn for sugar (same price as what he values it before first trade is made).
So in total there is a mismatch of sheep+sugar giving 6 gold in one go, while sheep first for 6 gold then sugar second for 2 gold i mean anyways gives a total of 8 gold per turn which is more (same mismatch problem as in example 113 i mean anyways of all trades in one go vs trade in batches during same turn, except that in example 113 there was no issue of gold magically appearing only a gold mismatch between trades in one go vs trades in batches if i remember correctly i mean anyways).
So, i think this case is worth if i may say i mean anyways to add as a separate example.
Is it possible to make the total and final amount AI is willing to trade (at least during the human player's turn if it's not too complicated i mean anyways), so that i could make trades without guessing in this case i mean anyways (Sometimes new gold per turn doesn't appear so it is an inconvenience too i mean anyways. It would also be perhaps as convenient as the human player being able to trade all his gold per turn i mean anyways beyond the current slider limit i mean anyways)).
What do you think of this?
Thanks,
It is example 147 (medium priority with the other trading examples, even though less important than them it is about as important so i think i can/want to group it with them i mean anyways).
I also added screenshots that show the different parts of this problem i mean anyways.
I am not sure it is a bug though, could be just how it (is intended or how it currently) works, but it is not convenient and would be nice if tweaked or improved in advciv if wished/possible i mean anyways.
The issue/problem i mean anyways is that if the first trade of ressource (sheep in this example i mean anyways) reaches max gold per turn of the other player of the trade (6 gold per turn here i mean anyways), then new gold per turn (here 2 new gold per turn i mean anyways) magically appears and more trades (sugar in this example that is valued 2 gold per turn by Japan AI i mean anyways) for this new gold per turn is now possible.
It is also not convenient because it cannot be guessed: sometimes new gold per turn magically appears, some other times it will stay at 0 after first trade in other circumstances i mean anyways.
This new magical gold appearing problem is not the only problem, but also that when i want to trade in one go sheep+sugar, he only gives me 6 gold per turn
However, if i trade the sheep first for 6 gold per turn, then he gains a new 2 gold per turn "magically" i mean anyways. And now i can trade again this 2 gold per turn for sugar (same price as what he values it before first trade is made).
So in total there is a mismatch of sheep+sugar giving 6 gold in one go, while sheep first for 6 gold then sugar second for 2 gold i mean anyways gives a total of 8 gold per turn which is more (same mismatch problem as in example 113 i mean anyways of all trades in one go vs trade in batches during same turn, except that in example 113 there was no issue of gold magically appearing only a gold mismatch between trades in one go vs trades in batches if i remember correctly i mean anyways).
So, i think this case is worth if i may say i mean anyways to add as a separate example.
Is it possible to make the total and final amount AI is willing to trade (at least during the human player's turn if it's not too complicated i mean anyways), so that i could make trades without guessing in this case i mean anyways (Sometimes new gold per turn doesn't appear so it is an inconvenience too i mean anyways. It would also be perhaps as convenient as the human player being able to trade all his gold per turn i mean anyways beyond the current slider limit i mean anyways)).
What do you think of this?
Thanks,
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