Bug Reports and Technical Issues

If you reach an average culture of 6000 but found another city the same turn then it doesn't count as completing the goal
 
If you reach an average culture of 6000 but found another city the same turn then it doesn't count as completing the goal
Oh, I see. Yes, that's a possibility. The goal is checked each turn, so if you make it past the threshold during your turn but go below it again before the check (for whatever reason), it is not considered accomplished. The game explicitly states "Accomplished: YES" instead of the progress display when that is the case.
 
I've been grabbing the git/development version a week ago ; and updated it today, and in both cases the 600AD scenario returns "Failed to read worldbuilder file" ; while 3000BC and 1700AD work just fine as usual. Did I do something silly during the install process or miss something?
 
I downloaded the Git repo as a ZIP file, now when I try to start a scenario it quits with the message "failed to read world builder file"
This may affect one or more scenarios and is unfortunately a consequence of how Github creates its ZIP files, so I cannot do anything about it. To fix the problem, get Notepad++ and open the scenario file ("open with Notepad++"), then choose Edit -> EOL Conversion -> Windows.
Have you tried this?
 
No worries. I have gathered a set of common problems/solutions in the OP of this thread, in case you run into trouble again. Great that it worked.
 
I get an RunTimeError Exception when ending the turn on the attached savegame (gameversion 1.16.3).
It might be related the spawn of Columbia.
 

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  • Oda Nobunaga AD-1819 Turn 1050.CivBeyondSwordSave
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Another error in the trading company feature.

Traceback (most recent call last):
File "BugEventManager", line 378, in _handleDefaultEvent
File "Events", line 12, in handler_func
File "companies", line 40, in checkCompanies
File "companies", line 69, in checkCompany
File "Core", line 832, in split
File "Core", line 827, in buckets
File "Core", line 789, in where
File "companies", line 69, in <lambda>
File "companies", line 206, in getCityValue
NameError: global name 'iCoffeeHouse' is not defined
 
I've got one from Congresses:

File "Popups", line 192, in handle_choice
File "Congresses", line 220, in applyIntroduction
File "Congresses", line 1030, in selectClaims
NameError: global name 'lAmerica' is not defined
ERR: Python function PopupLauncher failed, module CvPopupInterface
 
Latest Git version: UN & Apostolic palace BUG interface (estimated votes for elections & resolutions) is not displaying. Was working in 1.6.3
Elections.png Resolutions.png
 
Hi Leoreth,

I have a game crashing at the end of turn 339, playing the Egyptians. I replayed the last few turns different ways, it always crashes.

Possible reasons (dunno, just a guess):

-The borders of Jerusalem expand at turn 339, right before the crash, in a strange way, two plots below the destroyed city of Babilu.
-I had issues with the Chinese in previous games. I couldn't enter the world builder for about 30 turns at some point in my game playing Babs (game crashed when hitting ctrl+W)), and then it was possible again. My scout during this Babs game couldn't reveal the map in China, around the city of Luoyang. The game crashed when I tried.

Here is my file, if ever you can take a look at it. The game version is 1.16.
 

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Last edited:
Both in the 3000 BC and 600 AD scenarios some names for cities in Mexico are missing:

1. Some cities keep their founding names: Coyuca, Tuitán, Yax Mutal and Chichen Itzá instead of Guadalajara, Monterrey, Guatemala and Merida for example.

2. There are no Mesoamerican city names for northern Mexico and southwestern United States so it's not uncommon to see Teotihuacan in Sonora or Texas.
 
I may be wrong because its been a long time since I have played with Mexico, but shouldn't have a spawning of iron resource somewhere in their core region ? I have played recently and Mexico doesn't have any Iron resource in core and historical regions.
 
I have Nationhood, over 50% culture in Tripoli, and am able to draft in other eligible cities. A bug?
Spoiler Tripoli Draft :
20210305141104_1.jpg

Also, I got several Python exceptions.
Spoiler Python Exception :
20210305145535_1.jpg
 

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  • Tripoli Draft.CivBeyondSwordSave
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Your first issue is most likely explained by city culture being different than plot culture. Most game rules use the culture of the plot the city is on, but the culture of the city itself is what is displayed on that bar.
 
Your first issue is most likely explained by city culture being different than plot culture. Most game rules use the culture of the plot the city is on, but the culture of the city itself is what is displayed on that bar.
You are right, I only have 31% culture on the tile itself. Been playing Civ 4 off and on for about a decade and a half, and things like this still elude me. :crazyeye:
 
Your first issue is most likely explained by city culture being different than plot culture. Most game rules use the culture of the plot the city is on, but the culture of the city itself is what is displayed on that bar.
Why are plot and city culture different? Does it serve any actual gameplay purpose beyond obfuscating how culture works, or is this just a weird remnant of CIV's design?
 
Why are plot and city culture different? Does it serve any actual gameplay purpose beyond obfuscating how culture works, or is this just a weird remnant of CIV's design?

In civ4 you get city culture only by producing :culture: (via buildings, specialists and culture slider) and you get exactly that much city culture. Plot culture is affected by culture production of nearby cities, but each tile also gets "free" culture since there is a base amount that cities contribute to nearby tiles.

So the gameplay difference is that cities don't get free culture, but tiles do. This means that cities don't get border expansion for free without actually producing :culture:, but this "free" tile culture makes it harder to culture push tiles versus rival cities that produce no culture or small amounts of culture. E.g. a city that produces 1:culture: per turn will not automatically and immediatelly steal all tiles from a neighbouring rival city that produces 0:culture:.
 
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