AND2 and SVN Bug Reports - A New Dawn 2 ONLY

45°38'N-13°47'E;13861964 said:
Later era starts are yet to be balanced but currently low on priority

One other thing I noticed is that Realistic Timescale seems to throw later-era starts seriously out of whack - either by producing insane amounts of free research for enabling it mid-game, or by causing techs early in the game to take an eternity and a day to research.

I've started several games with it off, usually Modern starts, and then a few hundred turns in would enable it to see the techs just flood in - best example was when I instantly researched - in one turn - all the way up to Future Tech from the mid-late Modern Era.

I switched it on because the 1,000+ turn times for techs even with a decently establish empire was becoming too much, I figured it'd help and it did.... But I didn't expect it to help that much! :lol:
 
Pardon me, but does anyone have an answer for what is worng with my game. I would appreciate anything anyone could tell me.

I've checked, it's exactly as I've said the first time: a UN resolution was passed which makes the Socialized civic mandatory for everyone. Check the resolutions page and you can see it yourself.
 
How long does is the resolution binding, and since when did UN civic changes grey out the other options?
It's permanent and it has always worked like that even it standard BTS. You can only revert that resolution if someone votes for it again and the resolution doesn't pass.
 
Hi, I can't build Research Labs in a few cities because, I think, they are (or were) Russian, and the Russian unique building, which replaces the Research Lab', is only available much later than the Research Lab' itself (due to pre-requisite tech's). I suspect that that's probably a mistake.

Cheers, A.
 
Hi, I can't build Research Labs in a few cities because, I think, they are (or were) Russian, and the Russian unique building, which replaces the Research Lab', is only available much later than the Research Lab' itself (due to pre-requisite tech's). I suspect that that's probably a mistake.

Cheers, A.
Russian research lab has always been available later, even in default BTS. But let's wait for Vokarya's opinion
 
45°38'N-13°47'E;13869193 said:
Russian research lab has always been available later, even in default BTS. But let's wait for Vokarya's opinion

I've been WANTING to change that for a while. In regular BTS, both Laboratory and Research Institute don't show up until Superconductors. Our Research Lab got moved without moving the Institute. Research Institute is more powerful than some other UB's (+2 free Scientist, compared to +1 free Artist for Salon) but comes so much later that I don't think it would be a problem if we moved RI to match up with Research Lab.
 
The issue with having the Russian Research Institute available only rather later is that Research Lab' is a pre-requisite for e.g. the Cloning Laboratory, which is available considerably before the Russian Research Institute is available. So the Russians couldn't build Cloning Lab's until much later than everyone else.
 
The issue with having the Russian Research Institute available only rather later is that Research Lab' is a pre-requisite for e.g. the Cloning Laboratory, which is available considerably before the Russian Research Institute is available. So the Russians couldn't build Cloning Lab's until much later than everyone else.

Just about every prerequisite uses BUILDINGCLASS_, not BUILDING_. This covers UB's replacing the generic building. About the only things that directly call BUILDING_ are the commerce bonuses from State Church civic, certain unit prerequisites (some use <PrereqBuildingClasses>, others use <PrereqBuilding>) and units' abilities to direct-build buildings (like animals with Menagerie).
 
Also, is the GP loss from Alchemy Lab -> Laboratory deliberate?

It's left in because I'm not sure how to solve it. It isn't a good thing to have a drop-off, but removing the GPP from Alchemist's Lab leaves it rather flavorless (+3 beakers, +1 scientist slot). On the other hand, I'm not really in favor of GPP (either direct production or %) or free specialists on non-UB/non-Wonder buildings, unless we do some more work to balance them.
 
In a game I played recently, there is a random event of volcano eruption causing a dark age. The result is all land at most produce 3 food and all sea produce 1 food less. This is very devastating. Why include such a dramatic random event?
 
Just about every prerequisite uses BUILDINGCLASS_, not BUILDING_. This covers UB's replacing the generic building. About the only things that directly call BUILDING_ are the commerce bonuses from State Church civic, certain unit prerequisites (some use <PrereqBuildingClasses>, others use <PrereqBuilding>) and units' abilities to direct-build buildings (like animals with Menagerie).

No doubt, but as it is, I can't build Cloning Lab' in ex-Russian cities. Cloning Lab' says that it requires a Research Laboratory (or, as you point out, a UB replacement of the Research Lab'), and I can't build Research Institutes in the ex-Russian cities until much later on than in all of my other cities (where I can build Research Lab's already). Why should Russia be prevented from having Cloning Lab's when other Civ's can build them.

The issue is not that the Cloning Lab' can't use the Research Institute as a prerequisite, but that the technology prerequisites for the Research Institute aren't the same as for the building it replaces, the Research Lab'. Hmm, hope that's clear.

It's left in because I'm not sure how to solve it. It isn't a good thing to have a drop-off, but removing the GPP from Alchemist's Lab leaves it rather flavorless (+3 beakers, +1 scientist slot). On the other hand, I'm not really in favor of GPP (either direct production or %) or free specialists on non-UB/non-Wonder buildings, unless we do some more work to balance them.

I'd be happy for the Alchemist's Lab' to lose its GPP producing ability. My own view is that if a building produces GPP, then the whole upgrade line it belongs to should do so. Same with free specialists.

Cheers, A.
 
In a game I played recently, there is a random event of volcano eruption causing a dark age. The result is all land at most produce 3 food and all sea produce 1 food less. This is very devastating. Why include such a dramatic random event?
Because luckily it's very rare but it's fun. Dark ages are caused either by volcanic eruption or meteor strike and they are influencing the whole world.
 
No doubt, but as it is, I can't build Cloning Lab' in ex-Russian cities. Cloning Lab' says that it requires a Research Laboratory (or, as you point out, a UB replacement of the Research Lab'), and I can't build Research Institutes in the ex-Russian cities until much later on than in all of my other cities (where I can build Research Lab's already). Why should Russia be prevented from having Cloning Lab's when other Civ's can build them.

The issue is not that the Cloning Lab' can't use the Research Institute as a prerequisite, but that the technology prerequisites for the Research Institute aren't the same as for the building it replaces, the Research Lab'. Hmm, hope that's clear.

Yes, that is another problem. As I said, I'm all for the switch to avoid complications like that. Getting a UB early (Aztec Sacrificial Altar, Sumerian Ziggurat) is good, but getting it late is not.
 
On the Dark age, it does reduce food production to 3 Max per tile, but it will eventually go away, the dust will settle, just suck it up and think it out. Hint Caravans can rush food as well.

Anyway, my report is on a crash in a current game I have.

I've tried twice to attack with my Great General Pike, and both times its frozen the game, once before, it froze for awhile, then suddenly it all started moving again. This time I won't.

Attached is the save, I'm Ethiopia, attacking the Holy Roman city.

save is attached.
 
Back
Top Bottom