Bug Reports and Technical Issues

Nevermind, I was playing an old version. Had a version in the mods folder and an old version in the Steam install, and was accidentally playing the old version.
 
Yes, dynamic names are not done yet.
 
I currently am using Syncretism. When I hover over it in the Civics window, it says (in the lower left) that Syncretism is causing negative stability due to an incompatibility, but none of the other civics that I'm currently using have their texts turn red.
Untasdfasdfitled.png

In other instances, I've noticed that hovering over a civic or selecting a civic where it shows that Neg stability icon does show another civic currently being used, if incompatible with the hovered or selected one, with its text reddened, so I'm guessing this case with Syncretism is due to an inconsistency or bug.
 
That looks like you are deselecting syncretism in favor of Animism which is offering the negative stab penalty
 
AFAIK the displayed icon includes (un)historical civics, meaning it can show when there are no incompatibilities if the civic is unhistorical.
 
Oh, now I feel dumb lol. I didn't realize you could deselect a civic to go back to the "default" civic you have when you have no technologies.

So the Neg stability icon can show up due to two possibilities, either an incompatibility with another civic and/or due to the civic itself being un-contemporary, is that right?
 
Oh, now I feel dumb lol. I didn't realize you could deselect a civic to go back to the "default" civic you have when you have no technologies.

So the Neg stability icon can show up due to two possibilities, either an incompatibility with another civic and/or due to the civic itself being un-contemporary, is that right?
If there is an incompatibility with another civic, the incompatible civic(s) is highlighted in red, and compatible civics are highlighted in green. If the civic is outdated, that's what triggers that negative stability icon.
 
It is red if the civic causes instability for any reason. Combination with another civic, outdated, combination with a religion etc.
 
It is red if the civic causes instability for any reason. Combination with another civic, outdated, combination with a religion etc.
Then shouldn't an outdated civic be red no matter what other civic you're hovering over? In my game, it feels like there's no civic that's always red. It always changes and reacts to which other civics I'm hovering over.
 
No, the hover only shows information for the civic that is being hovered over - it's own stability and the impact on other civics.
 
It is red if the civic causes instability for any reason. Combination with another civic, outdated, combination with a religion etc.
I've never seen a civic being hovered over being red. It's always other civics that might appear red (or green).
I investigated ingame. Civic compatibilities/incompatibilities are highlighted in green/red. Instability from any other reason (outdated, incompatible with your religion, etc.) will give that unstable icon. Here, you can see me highlighting Slavery while running Orthodoxy (which is an unstable combination). That unstable icon disappears if I'm pagan or something else.
Spoiler Example :
Civ4ScreenShot0002.JPG

On the topic, there are a few Civics that actually boost stability in certain situations, but there is no icon to help the player see that. For example, running Hinduism with Caste System boosts stability by two.
Spoiler Hinduism + Caste System. :
Civ4ScreenShot0004.JPG

Or these changes to stability as you move through the tech tree (I actually had forgotten about some of these until I was thinking about this conversation recently):
Spoiler Civic stability changes :
- after discovering Statecraft, you receive positive domestic stability when not running Authority, Citzenship, or Vassalage
- after discovering Nationalism, you receive positive domestic stability when running Nationalism or Multilateralism
I think a positive stability icon for these civic situations would be a great addition. :)
 
On another topic, I had this situation come up and recreated it in Worldbuilder. I have a Swordsman with City Raider promotions, and a barbarian Horse Archer sitting on a Fort. If I move to attack him, my City Raider promotions don't kick in, even though the Fort acts as a city for combat purposes.
Spoiler Attack a fort :
Civ4ScreenShot0001.JPG
 

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I investigated ingame. Civic compatibilities/incompatibilities are highlighted in green/red. Instability from any other reason (outdated, incompatible with your religion, etc.) will give that unstable icon. Here, you can see me highlighting Slavery while running Orthodoxy (which is an unstable combination). That unstable icon disappears if I'm pagan or something else.
Spoiler Example :

On the topic, there are a few Civics that actually boost stability in certain situations, but there is no icon to help the player see that. For example, running Hinduism with Caste System boosts stability by two.
Spoiler Hinduism + Caste System. :

Or these changes to stability as you move through the tech tree (I actually had forgotten about some of these until I was thinking about this conversation recently):
Spoiler Civic stability changes :
- after discovering Statecraft, you receive positive domestic stability when not running Authority, Citzenship, or Vassalage
- after discovering Nationalism, you receive positive domestic stability when running Nationalism or Multilateralism
I think a positive stability icon for these civic situations would be a great addition. :)
Civic incompatibilities with your state religion :eek: Wow, that's really cool, thanks for explaining that.
The positive stabilities that come from some civics after discovering Statecraft and Nationalism - are these an instance that gives you bonus stability for having "contemporary civics" (as in the opposite of having outdated civics) or is it a different thing specific to those 2 techs?
 
Playing as English on Monarch/Marathon difficulty.
I noticed that level 2+ Torpedo boats does not count as naval units towards UHV 1.
Savegame attached from latest git version.
 

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I've noticed that when I start up a civilization with an advanced start, I don't produce any yields or anything for the first turn. But if I were to save the game before I end the turn, load that save, and then end my turn, I'll produce yields and such between the two turns.
Spoiler No yields or growth between turns :
Civ4ScreenShot0003.JPG
I attached a save if that would help.
 

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