DC123456789
Deity
It's recommended not to change revisions during a game unless there is something truly gamebreaking.
Moorish techs. AFAIK moors begin with a lot of techs, and the reduced cost (80% modifier plus their small pop plus their commerce output) makes them tech leaders. I included some saves to see their tech rate. I play as England.
And a summary of your conclusions would be nice.
No, it's a bug.Just see the saves. Moors already knew constitution by 850AD and in 930AD they discovered liberalism while being in the industrial era. I concluded that it isn't a bug, but moors have an excessive tech rate. See it yourself.
Definitely not. Sounds more like you had a Python exception that disabled the stability calculation.
I only give +10 core population. Which is not multiplied by 4.So I'd say the bonus you currently give is too high.
I guess that is a leftover from when they were an Explorer replacement, but it could also be intentional because they use swords, not gunpowder weaponry.Also: The Spanish Conquistadores are supercool. However they don't seem to count as "gunpowder-era-units" like Cuirassiers regarding city defense via walls/castles, is that intentional?
Instability of whoever controls Egypt.And what determines the Egyptian Rebirth? I tried narrowing it down via some save-loading around 1000AD but it just seemed random to me.
It's a ratio and not a difference, but yes. You get a flat +10 on your core population score after your actual core population has been multiplied by 4. This should be negligible for large civs.so 4xcorepop + 10 minus everything else? hm, somehow my stability values don't reflect that, but then thats a good thing for me![]()
I've checked it and it worked for me.1. Have you checked & fixed the Porcelain Tower yet?![]()
I don't know. I agree that embassies are mostly useless to build, but nothing in this thread seemed like an appropriate way to make them more interesting.5. Have you seen the Embassy-Thread? There were some cool ideas thrown around there and I'd be happy if you offered your thoughts on the whole thing
Nah.(I know I used cheats, but you should be able to switch in a game like this).
No, respawning makes you lose all your UHV goals. Which Egypt had already lost anyway because you're in the Middle Ages.Also, I want to point out that switching automatically makes you lose all your UHV goals.
the reborn Egypt is not a playable civ at this moment and the turn where they respawn they only have the cities+garrison, maybe you should wait 1-2 more turns before switching?
edit: the bug where there are enemy workers in a city you just conquered is due to the fact that the enemy gets these workers after you conquer his city Oo
(For example I take a city where there is 1 archer + 1 worker with my knight. now it is my city and there is my knight, my worker and 3 workers of the previous owner of the city...all on the same city tile)
Nah.
No, respawning makes you lose all your UHV goals. Which Egypt had already lost anyway because you're in the Middle Ages.
When a civ respawns and I trade maps with it, often its cities are not present on the new map. After 2-3 turns, after I trade maps with it again, the cities are there. Your issue is probably connected to this bug.
How did you switch?I mean in general. I've switched plenty of times.
Save and reload.Is there a solution for the actual bug I reported (Egyptian cities not showing up)?
How did you switch?
Save and reload.
The way you are supposed to switch civs, with the convenient popup that allows you to do that.Ctrl + z. How else?