Bug Reports and Technical Issues

It is always possible that a civilization does not spawn if there are too many civilizations in the game already. If the game runs out of slots it generally tries to collapse another civ to make room, but how aggressive it is about it depends on the importance of the new civ and the relative importance and stability of existing civs.
But wouldn't Canada be a high-priority spawn if the player is America? Or does that still come down to the existing civs being too stable for the game to force a collapse on one of them?
 
But wouldn't Canada be a high-priority spawn if the player is America? Or does that still come down to the existing civs being too stable for the game to force a collapse on one of them?
You're right, it should. I will investigate.
 
Playing on a version downloaded from github on February 28, 2025. Crashes to desktop on going to the next turn.
I tried some saves from a few turns back and replayed it but it's the same result, crashes on this exact turn (Turn 223 to Turn 224).
Attached is the save file.
 

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Was Jetavanaramaya supposed to expire with Humanities? Playing the latest Git version, and it doesn't seem to expire with Humanities.
What exactly do you mean? Started Dravidia in the 600 AD scenario, artists get +1 food, gave them Humanities, and they no longer do.
 
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 :
City defense and city attack follow the same rules, and to gain city defense modifiers the fort needs to be on friendly territory. It may be nonsensical that you do not get city attack modifiers against your own territory but I wouldn't want to change the rules over that.
 
Was playing USA (1700 AD, Monarch/Normal), and Canada didn't spawn, which is a bit funny given recent events. Latest commit.

I razed Montreal and Toronto as usual when I play USA, but usually Canada spawned regardless.

ETA: Attached earlier save.
I would need a save more than five turns before the Canadian spawn to investigate this.
 
Either there's a tech that gives x2 cottage growth speed that I haven't noticed, or Individualism still gives that effect. Built a Cottage in the late-game, and it shows 5 turns to grow to a Hamlet instead of the usual 10.
 
Also, how does corporation unhappiness work? I have 20 Fishing Industry resources and am getting +3 food, +4 unhappy. Since resource consumption is capped at 12 resources and each resource gives .2 unhappy, I'd expect it to cap out at 2-3 unhappy, depending on the rounding used.
 

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Either there's a tech that gives x2 cottage growth speed that I haven't noticed, or Individualism still gives that effect. Built a Cottage in the late-game, and it shows 5 turns to grow to a Hamlet instead of the usual 10.
Is it being worked? If not, please show me a save.
 
Starting a Mongol game gives a bunch of errors and the road to China doesn't seem to appear upon settling.
 

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Starting a 3000 BC game gives a bunch of errors:

Traceback (most recent call last):
File "BugEventManager", line 382, in _handleDefaultEvent
File "Events", line 22, in handler_func
File "Rise", line 109, in cleanupGreatWall
File "Scenario", line 302, in cleanup
File "Scenario", line 273, in areaChange
File "Scenario", line 269, in greatWall
File "Core", line 1174, in rectangle
TypeError: If only one argument is provided, it needs to be a tuple of two coordinate pairs, got: '<type 'NoneType'>'
 
This a pretty minor issue but I’m pretty sure the Itsukushima shrine doesn’t update when you gain new tiles in the city it’s built in. 90% of the time this isn’t an issue, since you’re probably going to build it in a city that’s fully culturally expanded, but in the chance that you engineer rush it in a Siberian port or something this could be a problem.

There might be something in the code I haven’t accounted for, or possibly this is an intended effect.

(EDIT: This was just me misunderstanding how the building works... It's actually based on how many water tiles can potentially fit in the city, rather than the amount you have.)
 
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600AD/Normal/Regent -

Reproducible: small Spanish army (3 units) spawns in Sahara near Njimi on turn 31. Additional 3-unit armies spawn in same place on subsequent turns Still at peace with Moors if that helps.
Currently trying to reproduce: Spanish army spawned near Bacata not long after city spawn (aka really really early)
Spain's starting settler also remains in capital from start whereas formerly it would head forthwith to found either Santiago or Lugo.
In more promising news, the automatic DoW on Moors upon expiration of Birth Protection doesn't seem to be a thing anymore.
 

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600AD/Normal/Regent -

Reproducible: small Spanish army (3 units) spawns in Sahara near Njimi on turn 31. Additional 3-unit armies spawn in same place on subsequent turns Still at peace with Moors if that helps.
Currently trying to reproduce: Spanish army spawned near Bacata not long after city spawn (aka really really early)
Spain's starting settler also remains in capital from start whereas formerly it would head forthwith to found either Santiago or Lugo.
In more promising news, the automatic DoW on Moors upon expiration of Birth Protection doesn't seem to be a thing anymore.
This save loads into Prussian autoplay.
 
It's not, thanks for pointing it out. Might be for Madeireiro only.
 
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