Bug Reports and Technical Issues

I don't see a bug here! New world got discovered already and Aztecs have Catholic neighbors. Why can't the see the light and turn away from human sucrifices to love and mercy in 1440?

I'm not sure when Mexico gained it independency, but I bet it wasn't in the 15th century :)
 
Mexica is the Aztec word for Aztecs. The Aztec name changes to Mexico when they become a vassal or adopt a state religion.
 
Started with the Arabs from 3000BC and then popped up and got war with egypt and persia. No reinforcements given nearby troops like 2 squares away from Mecca, persian army doesn't turn sides. kinda game over in beginning. 2 cities pass over which guess is possible, but aren't troops in the flip zone also suppose to flip over?

Normally you get troops when you get war declared on don't you?

The save is in turn 2...

PS: lol crete becomes arab is that intended?
 

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Ever heard of Emirate of Crete? Neither did I. Turns out for the approximately 135 years of its existence (824/827–961), the emirate was one of the major foes of Byzantium.
Seriously, Crete and Sardinia needs more representation than they do now. Sardinia played a large role in the Punic wars IIRC, and from what I've read so far on this forum Crete is pretty historically important. Plus by placing cities on them the AI would finally improve them, though cities may not be the best idea of what to represent them with.
 
Kieta is missing in German City name as a city on Copper on Bougainville island. And it really can be historic region for Germany (Prussia).
 
Ever heard of Emirate of Crete? Neither did I. Turns out for the approximately 135 years of its existence (824/827–961), the emirate was one of the major foes of Byzantium.

Yeah but it is Foreign Area for Arabia, While it is historical for Byzantium and Core for Greece. Might have to make it Contested for Arabia then or the Moors as the Crete emirate where Andalusian exiles.

I made a little part in Suggestion for tweak on the Flip zones and areas civs can be in. Did you know for Example Rome can have Nova Scotia and a little bit of Canada... But not England (besides london) nor Paris, all foreign.
 
Hi! I love the mod! I'm a silent fan.

However, I recently installed v 1.5.

I assume some balancing still needs to be done? In the default difficulty France and a few other Europeans get Exploration around 1350. Aztecs get wiped out almost immediately and the colonization begins way to early.
 
Hi! I love the mod! I'm a silent fan.

However, I recently installed v 1.5.

I assume some balancing still needs to be done? In the default difficulty France and a few other Europeans get Exploration around 1350. Aztecs get wiped out almost immediately and the colonization begins way to early.

One time as Maya I saw no Europeans until 1600 almost. So it depends on the game. Nothing suppose to start exactly at 1492.
 
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Mexico starts with no gold with 1700 start (Argentina get 1200 :gold:) ! Also, is it intentional that Argentina starts with Despotism while Mexico starts with Democracy? Shouldn't it be the exact opposite? Imperio Mexicano was a short-lived monarchy and the first independent post-colonial state in Mexico. It was the only former colony of the Spanish Empire to establish a monarchy after independence and for a short time, together with the Brazilian Empire, it was one of two European-style empires in the Americas. Perhaps, Democracy for Argentina and Monarchy for Mexico on start?
 
That Mexican monarchy lasted less than a year, no need to make Monarchy that the starting civic. I don't know the last government civics in the roster (don't have 1.15), but I'd be happy to provide input on the political situation in 1821 and what civics could best fit that.
 
That Mexican monarchy lasted less than a year, no need to make Monarchy that the starting civic. I don't know the last government civics in the roster (don't have 1.15), but I'd be happy to provide input on the political situation in 1821 and what civics could best fit that.

Well, Santa Anna suspended the constitution, disbanded Congress and made himself the center of power in Mexico. States were converted into departments without political or fiscal autonomy by replacing elected governors with appointed ones and substituting state assemblies for juntas under Santa Anna's policies. There was always some kind of instability, but Democracy (the last civic) just does not feel right. Maybe Republic?

And for the record -- no one has v. 1.5, not even Leoreth. We keep polishing and polishing the git version.
 
I have two issues with paganism:
1. Shinto and Shendao. They should be a bit special, as the cult of those deities and ancestors kept existing even after the arrival of new religions, like Confucianism and Taoism. It makes sense that they replace other religions as in real life Buddhism and Monotheistic religions made other traditional religions extinct or at least be practiced by very few people, except for Chinese and Japanese traditional religions.
2. Is it intentional that major religion temples only replace pagan temples if they're from the civ's state religion?

Another thing that someone suggested before, should France's spawn date be moved to 480 AD?
 
It is intentional.
 
One time as Maya I saw no Europeans until 1600 almost. So it depends on the game. Nothing suppose to start exactly at 1492.

Really? I've tried several games with England. I've tried Heir and Monarch. True, I only like to play with the slower speeds, but almost always by 1300 everyone has Caravels. Last time I got to Exploration with Galleons in 1350 :blush:

Also, I keep getting defeated by collapsing because of my happiness, is this intentional? I only have Dublin, Edinburgh and London. Edinburgh gets 1 unhappiness for a few turns and I collapse completely, I don't even retain London. Is this intentional?
 
Yes, I meant I don't have the git version.

I looked for the recent civics forum (here) and, based on what's in the OP, I would recommend these starting civics for Mexico: Republic, Centralism, Individualism, Regulated Trade, Clergy, Nationhood. This is based on the 1824 constitution, although the next three decades had a lot of political changes, resulting in a new constitution in 1857 and a civil war (including a second monarchy). After all this, Regulated Trade would change to Free Trade and Clergy to Tolerance - but the player should do this on their own, I think.
 
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I think you should prevent conqueror event troops from spawning in that tile, with water and rainforest all around they just end up perpetually stuck instead of, well, conquering.
 
I think you should prevent conqueror event troops from spawning in that tile, with water and rainforest all around they just end up perpetually stuck instead of, well, conquering.

Wow, this can be a very clever exploit!

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I am reporting this as a bug, only because it does not make sense, even if it is intended. "Independence! Chinese cities declared independence and expelled our garrisons! Should we let them go?" I say -- Hell, no! But they still "go", simply with the war. :badcomp:[pissed]

If you think about it -- there is something wrong about the very wording of that statement. If my troops been expelled and city become Chinese it means I had no say in what just happened. Why am I presented with a choice post-factum, which in fact is not a choice about letting them go or not. It is a choice between war declaration or having a peace in our time. But I can do it without that silly message (unless there is a autopeace with reborn nations for 10 turns, then declaring a war IS a real choice, but wording is still wrong).
 

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In DynamicCivs.py, in the part that renames leaders based on dates, there is the following code:
Code:
    elif iPlayer == iIndia:
        if iLeader == iKrishnaDevaRaya:
            if iGameTurn >= getTurnForYear(1700):
                return "TXT_KEY_LEADER_TIPU_SULTAN"

Shouldn't it be "iTamils"?
 
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