Bug reports and technical issues

Is this important to the game?
 

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Nope, but I don't know where it comes from either.
 
After some investigating, I have discovered that the following Civs start with the Standing Army civic in the 1700 scenario but do not have Military Tradition:

English
Portugese
Dutch
 
it seems to pop up after you've been in anarchy. save & load solved this for me in most cases

That would make sense, I had just switched civics. Thanks for the tip.
 
minor things I noticed (SVN 599):

- Aztecs can't use Slaves as workers although description says otherwise
- Spain can't settle Slaves as specialists in American cities.
- Poland and Skandinavia don't count as "Europe" for the Protestantism-UHV of Spain
(why don't Spain and the Moors start at war with one another? Also, shouldn't Portugal count as "contested" for Spain?)
- why wouldn't my vasalls trade me techs when they're at friendly? (and it's not because they're building the wonder associated with the tech or something. Portugal/France wouldn't give me techs that more than half the world knew already)
 
presumed a bug:

- negative expansion modifiers stay, even if you lose/give away the cities that cause them

while not quite a "bug", this still needs fixing:

Tibet

they have 1 city that they are allowed to own and all others are at least foreign, if not foreign core. stability and the fact that for most of the time for UHV2 the Seljuk block your way towards Europe make them basically impossible.

I'd suggest allowing for a certain "non-core"-population in the stability formulas. something like "the 10 first citizen in non-core-territory don't affect stability" (4*corepop - 3* (foreignpop-10))

but even then...it would probably take a lot of dumb luck (or Marathon) to get UHV2 by conquering a city in Europe which then spawns buddhist missionaries...
 
minor things I noticed (SVN 599):

- Spain can't settle Slaves as specialists in American cities.
(why don't Spain and the Moors start at war with one another? Also, shouldn't Portugal count as "contested" for Spain?)
- why wouldn't my vasalls trade me techs when they're at friendly? (and it's not because they're building the wonder associated with the tech or something. Portugal/France wouldn't give me techs that more than half the world knew already)

Spain: are you running the appropriate civics (slavery, agriarianism or merchantilism)?
Portugal: Spain never controlled effectively Portugal. Moreover, if Portugal was historical for Spain, then Spain would found cities in its core area.
Moors: If they spawn at war Moors will be conquered in just one turn. There is no way to protect Codoba even for the hyman player.
Techs: Generallyt speaking AI don't want to trade with the human player. They know that the human player knows what he is doing.
 
presumed a bug:

Tibet

they have 1 city that they are allowed to own and all others are at least foreign, if not foreign core. stability and the fact that for most of the time for UHV2 the Seljuk block your way towards Europe make them basically impossible.

I'd suggest allowing for a certain "non-core"-population in the stability formulas. something like "the 10 first citizen in non-core-territory don't affect stability" (4*corepop - 3* (foreignpop-10))

but even then...it would probably take a lot of dumb luck (or Marathon) to get UHV2 by conquering a city in Europe which then spawns buddhist missionaries...

The best to do with Tibet is to make Pagan, Pataliputra and Chengdu historical for them. An other option is to let room for two cities in the core area. On mongol and turkish spawn seljuks will collapse.
 
yes, but by then you will have ~10-15 turns to fulfill the UHV, it is pretty damn impossible to wait for them destroy the Seljuks.

another option might be to change the defender in Mumbai from 2 Longbowmen to 1-2 Archers, so that the player can use this city to ferry missionaries past the Seljuks (who usually don't build boats).

but lets keep that discussion in the SVN-discussion-thread from here on ;)
 
With the new stability system, some civs are basically unplayable. The core population rule should be removed.
 
sorry, didn't notice this one before:

Spain: are you running the appropriate civics (slavery, agriarianism or merchantilism)?
Portugal: Spain never controlled effectively Portugal. Moreover, if Portugal was historical for Spain, then Spain would found cities in its core area.
Moors: If they spawn at war Moors will be conquered in just one turn. There is no way to protect Codoba even for the hyman player.
Techs: Generallyt speaking AI don't want to trade with the human player. They know that the human player knows what he is doing.

Spain:
Running Agrarianism (somehow I didn't notice in the beginning that I wasn't in slavery and then I didn't want to change it any more) but not Mercantilism (trade routes to vasalls would also be stopped, right?)
I can use them for plantations, like I should but not as specialists in the cities.

Portugal:
I have to say, I'm definitely no expert on this but I remembered from RFCE that "Portugal was granted independence from Leon&Castilia", also Wikipedia says that Portugal was a vasall of Spain (Leon) untill 1139 http://en.wikipedia.org/wiki/History_of_Portugal_(1139–1279)
sure, making it "historic" would be too much, but "contested" might fit, but I don't want to argue too much about it, next time I'll just burn Lisboa down :)

Moors:
Okay, I agree, that might be too tough, even if Cordoba started with walls or something similar, I have RFCE for this fight, so it's okay :D

Tech-trading:
usually the AI is willing to trade brand-new-monopoly-techs to you, if you're just friendly with them. I am not only friendly with these civs, they are my damn servants! they should do my bidding! seriously, though, why can I buy a tech from some asian civ who I am at "pleased" with, while my 2 friendly vasalls have it but don't want to sell it to me? (we all know Mansa trades everything, so I don't even count him)
 
presumed a bug:

- negative expansion modifiers stay, even if you lose/give away the cities that cause them
What do you mean? The ratings in your financial advisor reflect the outcome of the latest check, they aren't updated until the next occurs.

while not quite a "bug", this still needs fixing:

Tibet

they have 1 city that they are allowed to own and all others are at least foreign, if not foreign core. stability and the fact that for most of the time for UHV2 the Seljuk block your way towards Europe make them basically impossible.
The second goal is about spreading Buddhism, you don't need to conquer cities for that.
 
I stayed at -50 expansion even after researching a tech which should trigger a new check. But even though I was left with only my capitol the expansion modifier was still negative.

and...converting India, South-East Asia, China, Korea and Japan to Buddhism leads to ~27-28% (if you're lucky). but since the Seljuks block the "direct" route towards more cities to visit, you could try taking the way over Russia...but then even with 1missionary/turn it will be tough to get them somewhere before the time runs out. Additional cities would greatly help soften that problem - or a way to get missionaries to Europe in less than 20 turns.
The first UHV already specifies that you won't make it if you play OCC-style. you have to be picky/lucky with your cities, but no matter which ones you pick, they will cause negative expansion.
 
I stayed at -50 expansion even after researching a tech which should trigger a new check. But even though I was left with only my capitol the expansion modifier was still negative.

and...converting India, South-East Asia, China, Korea and Japan to Buddhism leads to ~27-28% (if you're lucky). but since the Seljuks block the "direct" route towards more cities to visit, you could try taking the way over Russia...but then even with 1missionary/turn it will be tough to get them somewhere before the time runs out. Additional cities would greatly help soften that problem - or a way to get missionaries to Europe in less than 20 turns.
The first UHV already specifies that you won't make it if you play OCC-style. you have to be picky/lucky with your cities, but no matter which ones you pick, they will cause negative expansion.

Seljuks will collapse around 1300AD (turkish spawn). Moreover keep some missionaries to spread to the most populous cities in Europe.
 
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