Bug Reports and Technical Issues

This save may not be useful as I believe it's from a few turns before and for this game I had also changed some of the human player's civ's modifiers in the worldbuilder, but I had the game crash when I sold a slave (which had been acquired through the captured in combat mechanic) to Mongolia. It wasn't the first one I had traded in this game but the third, the other two having presumably worked fine as they did not crash or cause a notification for any error. I am fairly sure I have encountered a crash after selling a slave to another civ in one of the 1.17 releases, too some years ago, so it could potentially be an old but rare bug that has persisted
 

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Followup on the Celt issue, it looks like as soon as the Celts lose a city their core changes to Ireland ("Our civilization has entered a new period, changing the territory we consider historical") and they lose all other cities. From this save, I can surrender Tarragona to the Romans for peace but as soon as I do all my cities will flip/go independent/barbarian. If I found a city in Ireland, I get to keep that one, otherwise it's game over.

It happens if you lose a city in any way - you can also grant independence to Tarragona and similar behavior occurs. Same if you DoW Greece and give them troops to conquer a city
 

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This is a current game with the most recent commit, and the mercenary hire feature is not activating.
@Leoreth I have been able to bribe a few mercenaries (outside of cities), but here is an instance where in a barb city the bribe button is not appearing for the spy. Plenty of cash, and right civic in place but no option.
 

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currently playing China on the latest release. After hitting End Turn I get the following error:

Code:
Traceback (most recent call last):
  File "BugEventManager", line 382, in _handleDefaultEvent
  File "Events", line 17, in handler_func
  File "Resurrection", line 42, in checkResurrection
  File "DataStructures", line 56, in __getitem__
KeyError: 7

Btw, how does one get the game to display this as one popup and not one popup per line?
 

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There is a problem with religion and it's a serious one. No one from civs who starts as a pagan has changed religion. This is probably one of the reasons for the frequent collapse of China. Also, in this save China collapse to Core (next turn), and in some cases - after a couple of turns - completely.
 

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Isolationism does not seem to be working properly.
Here are some of my trade routes while running Isolationism:
Isolationism trade routes.jpg


The city has a customs house generating the +50% foreign trade. This is the same game as before, and the problem is already present in that save.
 
Is it a bug to have Civs founding their capitals all over the place (Greece north of the Black Sea, India in Korea, not to mention Jerusalem in Persia)?
I'm also getting this error on 600 and 1700 AD starts. In this particular case, it has been spawning as China in the Pacific Ocean with no other cities settled.
 

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I'm also getting this error on 600 and 1700 AD starts. In this particular case, it has been spawning as China in the Pacific Ocean with no other cities settled.
Have you tried a clean reinstall?
 
Can confirm about Isolationism abd trade route calculation. I have total 64 base commerce = 32 from titles and 32 from trade routes.
But.
32 is obtained if we add up the column of trade routes. But if we point to each trade route, the sum of commerce on each route is less than it is indicated in the column.
Then i switched to Isolationism i got ~ minus 10% of global commerce. Now i have trade routes only within Empire and Vassals.
If you add Custom house with WB - you can get +50% from Foreign trade from it for any trade route with vassal. Not sure is it bad))

iso.jpg
 

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Can confirm about Isolationism abd trade route calculation. I have total 64 base commerce = 32 from titles and 32 from trade routes.
But.
32 is obtained if we add up the column of trade routes. But if we point to each trade route, the sum of commerce on each route is less than it is indicated in the column.
Then i switched to Isolationism i got ~ minus 10% of global commerce. Now i have trade routes only within Empire and Vassals.
If you add Custom house with WB - you can get +50% from Foreign trade from it for any trade route with vassal. Not sure is it bad))

View attachment 694256
Can you clarify what the bug is? You seem to be reporting multiple things in this post.

One thing is the actual Isolationism "no foreign trade routes" effect. It has always been the case that this allows trade with your own cities as well as vassal cities. It has also always been the case that foreign trade modifiers still apply if the city belongs to another player you are allowed to still trade with, i.e. a vassal. So I see no bug there.

Then the second bug seems to be a discrepancy between the displayed commerce from trade routes. Does that error only show up when running Isolationism? Which one is correct based on your actual income? The math in the tooltip is correct but it might not factor in a multiplier that is actually applied in the game.

Did I get that right?
 
One thing is the actual Isolationism "no foreign trade routes" effect. It has always been the case that this allows trade with your own cities as well as vassal cities. It has also always been the case that foreign trade modifiers still apply if the city belongs to another player you are allowed to still trade with, i.e. a vassal. So I see no bug there.
Work well, as in intended. No bug
Then the second bug seems to be a discrepancy between the displayed commerce from trade routes. Does that error only show up when running Isolationism? Which one is correct based on your actual income? The math in the tooltip is correct but it might not factor in a multiplier that is actually applied in the game.
This error show up only with Isolationism. The game count my in income from column. I don't know, maybe it's a bug in tooltip calculation, or i have more income, then it should be, and tooltip calculation is correct.
It's first question

The second question about "Foreign trade" for Custom house. Is it correct, what vassals count as Foreign trade for Custom house with Isolationism or not?
 
Vassals do count as foreign trade, and Isolationism should make no difference on that. Does it?
 
Vassals do count as foreign trade, and Isolationism should make no difference on that. Does it?
I don't know. Whats why i'm asking.
I love my vassals, they always welcome as dear guest, I'll offer them coffee, brewed on sand - that's as black as night, as sweet as a kiss, and as hot as love, and maybe even offer them my best wife.. They not "foreign" for me))))
 
You still get the trade modifier. That's the "buy me a coffee" bonus :)
 
Domination victory cause Python error
UPD. Just victory. Sry if it was already
CyInterface().DoSoundtrack("AS2D_VICTORY")
 

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    Domination.jpg
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Isn't that just the Steppe movement bonus they get? Those horse archers coming in that direction have 4 move!!
I will look into that regardless, I am not sure if the Great Wall is interacting with these movement bonuses correctly.
 
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