Tech Diffusion was combined with declarations of friendship in v4.04 beta, giving a passive research bonus to friendship that slightly favors less-advanced civs.
There's a vanilla game bug for displaying overflow of research from one tech to another. I tried to fix it but it sounds like I didn't succeed (the code they use for it is scattered around a half dozen files). For a tech with -1 turns, what is displayed for the tech's current & required? (like... 200 completed, 300 needed for the technology)
Tech tree, I'll keep an eye out for the problem.
I checked the tile when my city had 15 pop and it showed 24 gold. I would guess that's 15 * 1.5 (rounded up to 23) + 1 (from base tile). Oddly, when I checked the tile a few turns later it was down to 23 gold.On the topic of 1.5g per citizen, was it just the city-view display that's messed up? In other words, does the city tile itself show ~20on the map?
I was playing on Emperor, which usually has a reasonable AI tech pace. Seeing modern aircraft and armour rolling across the screen in 1850 was a bit immersion breaking. Siam entered the Future Era in 1900. Might have seen WWI-era Giant Death Robots if I stuck around.I'm not sure there is a problem. For some time now on Immortal, the AI gets the Manhattan Project (or at least the Modern era) in the 17th century about half the time. I always assumed it had to do with higher-level warp.
I was playing on Emperor, which usually has a reasonable AI tech pace. Seeing modern aircraft and armour rolling across the screen in 1850 was a bit immersion breaking. Siam entered the Future Era in 1900. Might have seen WWI-era Giant Death Robots if I stuck around.![]()
Not sure why it happens, but Anti Aircraft Guns are having their promotions swapped by the promotion swapper from melee to ranged. AA Guns are melee units however.
Could it be because they have an entry <Range>2</Range> even though no ranged attack exists for them?
Was at war with another civ and they offered a peace treaty plus gold and resources, but the game kept going into pause whenever I would accept.
Afterwards, all went well until around turn 350, when a production queue in one city caused the game to repeatedly freeze.
Cost per city actually is a percentage. I convert it to afor display purposes because I think it's a little easier to figure out how expensive something will be that way, no need to calculate something like (base cost * X%) in your head while playing.