Bug from a large number of cities? (screenshot)

Tristan_C

Emperor
Joined
Aug 16, 2006
Messages
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I have 55 cities at the moment, and I was planning on pressing the limit of 128. However, cities 54 and 55 can't give me a second page of building options. I'm sure many of you agree that buildings are important. My best hope is at some point, I'll obsolete a few units and build the rest of the Wonders, and then the building options will compress into a single page. But for now, can anyone guess what's going on here, or have you had this issue happen yourself?

u0gaw.jpg
 
Thanks a lot for your response. And thank goodness it's just a list overflow. That's manageable. I think I am just going to stick with playing around the bug, rather than edit my way through it. I exploit settlers, since that's within the game engine's rules, so I'd feel better holding fast to the rules. :mischief: A few wonders off the list, and I'll be alright.
 
When heading toward the limit, start allocating cities to building wonders, even obsolete ones. Since you have so many, this will have negligible impact on your overall production. When backed into a corner, finish off construction with Caravans. I don't remember at the moment how many you need to build before getting back into the safe zone, especially since there are several variables impacting list size, but I recall the sweet spot to be around 10-11. Avoid building Apollo Project since the SS components merely exasperate your problems.

A tip: list overflow generally happens more or less simultaneously with the availability of Mfg Plants; I recommend switching as many cities as possible to Mfg Plants before you lose the opportunity. If you miss the opportunity, the missed cities should go on Caravan duty.
 
A tip: list overflow generally happens more or less simultaneously with the availability of Mfg Plants; I recommend switching as many cities as possible to Mfg Plants before you lose the opportunity. If you miss the opportunity, the missed cities should go on Caravan duty.

This is really only an issue when we're playing your devour-the-earth-with-micro-management games, where the world grows much faster than the list of completed wonders. But as it happens, that's pretty much what my current game is.



Just to bring closure here, I have finally overcome the more more bug by building wonders, which brought the list down to a manageable size. It was three turns (about 15 hours) of microing, but it led to what I think is a very silly series of events in Civ. It's now 520 BC. We completed six wonders this turn: the Lighthouse, Pyramids, Cure for Cancer, Great Wall, SETI Program, and Copernicus. The thing I found particularly funny had to do with the back-to-back completion of SETI and Copernicus. One city finished SETI, the next city built Copernicus' Observatory, and then the NEXT several cities, their :science: aglow, seemed to look out to the stars or something and we somehow discovered Chivalry. I mean, what a tech to complete, directly after building the stellar-research wonders. Interstellar Etiquette.
 
Some running commentary with map & sve files and screen shots would be fascinating. I'm always amazed with such large development in the BC
Oh... I wouldn't tout this game as relevant material to the forum since, like I said, I've been using the settler exploit to speed up improvements. On EARTH (with its very gentle topography) this means the settlers improve terrain 4 times faster than they otherwise would. A huge exploit IMO. Even though it's on Emperor, I'm certain this makes the game rather meaningless as Civ strategy goes. It's a long game, and it's just been really entertaining to me. I started it in June last year, and have been proceeding steadily for months. Since you asked, though, I'll post the saves I have for it and make a few remarks.


I think the most distinct aspects of this game was that I beelined for Railroad, and only that. Urtica Diotica gave us totally brilliant logic on beelining Civ1 techs in response to my queries here-- of course you were in on that, too-- whereby you need to advance in just the right order so as to avoid being forced to research irrelevant topics. So anyway I got Railroad maybe a bit before 2000 BC by popping huts and researching the bare minimum. I dropped research completely and went wild building cities, temples, and marketplaces with taxes instead. I believe by about 1400BC, I was ready for a giant wave of Democracy WLTK, to turn these 50x 3-pop cities into 10-pops.

50 cities can have massive output, but their needs are also massive. 50 Cathedrals and Banks cost 14,000 shields (a fully-loaded spaceship is 8400). These shields come more through taxes than raw production. Research costs are almost trivial by comparison, but I wouldn't need technology again until I was ready to build MFG Plants. It was difficult, but very important, to keep all my cities apace with each other so that the luxuries rate could be doing maximum possible work. Anyway, microing everything is the basic premise of the game. Even right now, in the middle of war, the fighting takes a back seat to the hours of micromanagement I need to do each turn.
 

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From one micromanager to another:
While you are waiting for your wonders to come in, you can have fun with the more/more bug.
Right-click the Change button and see which building is selected.
First one always seems to be granary, but after that you can have some influence by moving your workers around. Turn everybody into entertainers and you probably select barracks. Increase trade and you get marketplace, library. Increasing food favors aqueduct.
 
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