Bug Reports and Technical Issues

Can you please provide me with a save where the actual problem shows up?
 
Can you please provide me with a save where the actual problem shows up?
But I provided it. Just need to start a game as Congo in 1700 A.D. map, find any european civilization and open the trade window with it to see that have no slave trade space. That only happen with Congo. Unless the slave trade has being show to you and not to me.
 
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Bit an older save I started 2 weeks and no won't start anymore for me. Is this normal saves breaking (it worked till about a week ago) I'm not an expert on reading the bug files myself.

It was the Rome save for me that had issue with the Ottomans and such.
 

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Did you update the game in the meantime?
 
Looks like compatibility broke inbetween. You should be able to revert and continue the save.
 
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Something that bothers me a lot is that the espionage changes without asking so now I wasted like 9 turns all my espionage on the Tamils... Is there a way to prevent this, auto-focusing?

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Maybe not a big but silly. Congo won't trade a slave with me as he sees me as his worst enemy, therefor while being pleased and +9 in relations lol
 

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Something that bothers me a lot is that the espionage changes without asking so now I wasted like 9 turns all my espionage on the Tamils... Is there a way to prevent this, auto-focusing?
+1 on that. Strange how I stopped on thinking of this annoying automatism as a bug. As far as I know it triggers only with REspawned civs, not with new ones - but you need to check the espionage screen every other turn to prevent it running high-prio amok on weak respawns.
 
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Something that bothers me a lot is that the espionage changes without asking so now I wasted like 9 turns all my espionage on the Tamils... Is there a way to prevent this, auto-focusing?

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Maybe not a big but silly. Congo won't trade a slave with me as he sees me as his worst enemy, therefor while being pleased and +9 in relations lol

+1 on that. Strange how I stopped on thinking of this annoying automatism as a bug. As far as I know it triggers only with REspawned civs, not with new ones - but you need to check the espionage screen every other turn to prevent it running high-prio amok on weak respawns.
Can you explain more what is going on? A civ respawns and it starts with a nonzero espionage priority? Do you remember if you had set a priority for them before they had originally died?
 
I can't use alt+f1 to grant independence to my cities in foreign area that were founded by me. Attached a save of my Harappan Empire where I can grant independence to, say, Babylon (a city that I conquered) or release Kolkata to India (another city that I conquered) but not to Lucknow (a city that I founded in foreign area).
There's also a problem that isn't really a bug but completely breaks the late-game: foreign stability kills literally any AI that is at war. In my save, only Canada and Argentina is left in the new world, all other civs collapsed because I started a world war.
 

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Can you explain more what is going on? A civ respawns and it starts with a nonzero espionage priority? Do you remember if you had set a priority for them before they had originally died?
Yep, that's exactly what's going on. Also, I don't think I ever have set a priority on them, especially not a high one. Sometimes these resurrections are Thailand or India when I'm a european civ and never encountered them (or vice versa).

Until I have a high esp output (and I usually don't increase the slider for that, just use the accumulation from buildings), I usually only put priorities of +1 on one or two civs at the same time, while the rest remain at 0. And then, I make contact with resurrected China or Norwaysweden and they suddenly drain me with a +4 or +7 priority.
But I have never observed a regularity in this setup. I'm not even really 100% certain that it occurs only with respawns - could be also with first contacts. I didn't really track this problem and also don't have a savegame to point it out. Searching for it, I found it NOT happening in my current game in three instances of first-contact which I loaded up to check. Still, it occurs just regularly enough for me to know that it can be annoying and is still there, in the current version.

Maybe your suspicion is right and it has to do with the espionage setting that we assigned to the civ before their previous death.
Another possibility is that this is how the AI would assign espionage priorities on the newly-found civs itself; and some of the AI code has sneaked into the human player's section. I believe that the AI has its own way of assigning priority, putting +10 and +5 on the primary and secondary threats while zeroing all lesser/non-immediate threats. But while the AI would recalculate the Ctrl+E setting each turn, the human player just gets it set upon contact, and is then left to dial it back manually once they notice.

EDIT: Nevermind the attached file. Upon thinking about it, I noticed that it the Mexico switch there doesn't contribute to this problem and I re-phrased the message, but forgot to detach the file. It proves nothing.
 

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I see it happen in the same way, often with a new civ appearing, but also when meeting a new Civ sometimes. It happens ever so often that I have to check espionage once in a while.
 
I noticed that when i Switch to colonialism from multilateralism, as a check I go from 370/366 > 365/366. It says -1 historical areas suggesting it only applies to 5 cities, however I got easily 21 colonial cities (India, Australia and the Americas.) Total 19 historical and 2 contested. Still the bonus is not +19 but a +5 (suggesting is it capped at 5?)

Another thing Island settlements do not count as colonies, like the caribbean, New Zeeland.
 
Another bug Ending this turn Newcastle starts getting a pollution of power +24, I checked it wasn't the space elevator that was build and nether the new press new castle completed (exactly building nothing even triggers it). I'm stumped as 24 pollution of power is a massive negative, that even coal plants can't cause.

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What was the previous pollution?
 
Another bug Ending this turn Newcastle starts getting a pollution of power +24, I checked it wasn't the space elevator that was build and nether the new press new castle completed (exactly building nothing even triggers it). I'm stumped as 24 pollution of power is a massive negative, that even coal plants can't cause.

I don't think it is a bug. The coal plant produces 2 unhealthy per building that consumes power. There are 12 buildings (and the Menlo Park world wonder) that consume power, which can result in a -24 health modifier. Taking a look at your current research it is very plausible that you have build them in Newcastle.
 
Crap I lost access to my uranium that was the cause. I noticed that culture is doing weird stuff, sometimes I have 90% english culture then a american city get conquered in this case by the mexicans and suddenly the square becomes, mostly mexican... seen this happen a lot in New Zeeland a city became independent and the squares which were 90% english over time became 90% independent, regardless my city has 10 times more culture output, there meager always beats mine.

Is this meant to be?
 
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problem description without proof: Automatically set priorities on resurrected civs
Aha! I got the saves for Leoreth to poke:

First save, turn 385: In the next turn, China is resurrected.
Second save, turn 386: In the next turn, China makes contact with Europe (me):

My espionage advisor auto-assigns them an espionage priority of +8 - such a high prio isn't something that I would have set previously. Well, not for far-away China anyway.
Or do you still need an earlier post, for example at the time that China went down previously?
 

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That already helps a lot, thanks. Didn't have time to investigate this yet but this saves time on trying. If you can at least look up if China had +8 before they collapsed? But from how you described your weight preferences, probably not.
 
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