Bug Reports and Technical Issues

I don't know if this one has been brought to attention with 1.16:

I controlled Odessa as the Ottoman, and it was the only city in the labeled Black sea region. However, I still failed the 2nd UHV. I tried to WB and control the Russian city (which was not in the Black Sea region) and still failed.

For the UHV, you need to cover every tile on the Black Sea coast with your culture.
 
Okay, the game with the early Orthodox monastery is attached: Darius Turn 86.
Do you have the turn before the flip for that?

Edit: I ran five games and none of them had it.
 
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Then a question: Civilopedia says that razing a small city costs only 2 stability points per population, and if independent this penalty is halved.
So razing a 2 pop indie city should cost 2 points. In this Dutch game I had a 5 points penalty.
 
Dutch, heir, marathon.
Ending turn 1000 the game starts a loop of autosaves. I had to use the task manager to kill the process.
Sorry for this, but this may actually be really useful because this could point to the overflow bug that I have been hoping to fix.

Then a question: Civilopedia says that razing a small city costs only 2 stability points per population, and if independent this penalty is halved.
So razing a 2 pop indie city should cost 2 points. In this Dutch game I had a 5 points penalty.
It's actually using the highest population the city has ever had, not just its current population.
 
I picked up the mod recently and this is my first game to get to the Industrial Age. Is this a bug, or are Ironclads just really large? No gameplay impact, just caught me by surprise!
 

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Dutch, heir, marathon.
Ending turn 1000 the game starts a loop of autosaves. I had to use the task manager to kill the process.
Sorry for this, but this may actually be really useful because this could point to the overflow bug that I have been hoping to fix.
I was wrong in my assumption that it's related to the overflow bug, but the latest update fixes it regardless. You win the game and collapse immediately afterward!

I picked up the mod recently and this is my first game to get to the Industrial Age. Is this a bug, or are Ironclads just really large? No gameplay impact, just caught me by surprise!
Are your graphics quality settings at low? There is no reason for that, modern machines can easily render high quality units (it is unrelated to longer load times you may be experiencing with the mod). There is an issue with the Ironclad model that makes it appear larger on lower quality settings.
 
Shaders enabled? If you upload the save I could check how it looks on my end.
 
in CvCityAi.cpp

Code:
                   int iCommerceModifier = kBuilding.getCommerceModifier(iI);
                    if (isPower()) iCommerceModifier += kBuilding.getPowerCommerceModifier(iI);
                    iCommerceModifier += kBuilding.getCommerceModifier(iI) * getCultureLevel();
                    int iBaseCommerceRate = getBaseCommerceRate((CommerceTypes) iI);
                    int iCommerceMultiplierValue = iCommerceModifier * iBaseCommerceRate;
                    if (((CommerceTypes) iI) == COMMERCE_CULTURE && iCommerceModifier != 0)

kBuilding.getCommerceModifier(iI) is added twice.

is
Code:
iCommerceModifier += kBuilding.getCommerceModifier(iI) * getCultureLevel();
on line 4205 supposed to be getCultureCommerceModifier instead?
 
It's intentional.
 
It is indeed intentional. To prevent genocide from being the optimum strategy for razing cities.
Wouldn't penalizing starvation instead make more sense? I get what the goal is, but to me it feels quite unrealistic that a non-existent population can cause trouble after you destroyed their city. A starvation penalty would also make killing your own citizens a less viable strategy for countering overexpansion instability.
 
Wouldn't penalizing starvation instead make more sense? I get what the goal is, but to me it feels quite unrealistic that a non-existent population can cause trouble after you destroyed their city. A starvation penalty would also make killing your own citizens a less viable strategy for countering overexpansion instability.
The idea is that you'd starve enemy cities, conquer them, and raze them. So that wouldn't work.
 
Yeah, it's basically impossible to determine the cause of starvation. Maybe domestic or economic instability from starvation in your own cities is still a good idea, I'm not sure.
 
There a lot of factors why your city can starve, a wonder becoming obsolete that gave food bonus to specialists, a new civ spawning taking half your area of a city. Capturing a city and you have a lot of unrest... An economical decline is possible I guess, but that also suggest you get a bonus when your cities are growing good. Early on a lot of civs can't make it without despotism to work them down, it just make the despotism civ even more useless... (I prefer not using it cause it already give an unhappiness negative, even if you cities are not unhappy.) Some computer players use it a lot (especially to push out a quick archers in war time) and would get 2 negatives then... So be prepared for a lot of collapse.

Of the cities genocide... You can get rid of a city if it turns barbarian that is nice... Kids do never become anarchistic destroyers no one will like you :D
 
Yeah it could be made player only and disregard cities in unrest so it's not too punishing.
 
Is it intended that in 3000 BC Holy Rome is given
Code:
StateReligion=RELIGION_ORTHODOXY
but in 600 AD it's
Code:
StateReligion=RELIGION_CATHOLICISM
 
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