Bug Reports and Technical Issues

Nubian Culture Goal in UHV 1 gets green checkmark too early.
See attached image and savegame.
 

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1.18 Arabia stucked in Mecca (i tried Jiddah, but didn't help)
Use the starting points to build a fort, it should help you to cross the desert.

Other issues I saw on Arabs (Marathon):
-Controlling the whole Iberia and Persia didn't count for the UHV. I haven't tried settling the empty southeast region of Persia and conquering the southern Caucasus.
-Automated cities seem to avoid working on tiles with more commerce. They would prioritize empty floodplains over cottages.
-Spain doesn't get reconquista event after I vassalize them, maybe this is 1.17 feature?
-The starting tile is named Al Qunfudhah instead of Makkah. I think either the tile should also named as Makkah, or move the surrounding resources up North to support the 1NE Makkah tile instead.
 

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Use the starting points to build a fort, it should help you to cross the desert.

Other issues I saw on Arabs (Marathon):
-Controlling the whole Iberia and Persia didn't count for the UHV. I haven't tried settling the empty southeast region of Persia and conquering the southern Caucasus.
-Automated cities seem to avoid working on tiles with more commerce. They would prioritize empty floodplains over cottages.
-Spain doesn't get reconquista event after I vassalize them, maybe this is 1.17 feature?
-The starting tile is named Al Qunfudhah instead of Makkah. I think either the tile should also named as Makkah, or move the surrounding resources up North to support the 1NE Makkah tile instead.
Do you think that AI will build fort on hills? And novice player
 
Do you think that AI will build fort on hills? And novice player
Maybe the AI can be forced to build fort on the culture gap area using Advanced Points? Or force one of the tiles to have Arab culture on start.

Other than the most obvious solution of turning the tile into semidesert.
 
Does someone have a good example save where making the AI select city tiles selects an obviously inferior tile?
 
About Sea people - can confirm, Athene is honey pot for them
 

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Does someone have a good example save where making the AI select city tiles selects an obviously inferior tile?
Are you referring to cases in which a given tile is chosen over adjacent alternatives or entirely poor settle choices? Both? To illustrate, a candidate for the former might be Leon over Santiago or Lugo, or Laval over Nantes. The latter would be something like Portugal settling Semara (55,42) before Ponta Delgada. FYI In an event I can only speak for my 600AD experience.
 
Does someone have a good example save where making the AI select city tiles selects an obviously inferior tile?
Yes! Here's my current game as China. Linzi is choosing 2f/2c over 2f/4c, Mingzhou is choosing 2f/2c over 2f/3c, and Jicheng is choosing 1f/1p/1c over 1f/1p/2c. It was happening a lot in my England game as well. Both Loch Garman and Dun Eidann are choosing 2f/2c over 2f/4c. These are all with the normal citizen automation, no emphasis.
 

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Are you referring to cases in which a given tile is chosen over adjacent alternatives or entirely poor settle choices? Both? To illustrate, a candidate for the former might be Leon over Santiago or Lugo, or Laval over Nantes. The latter would be something like Portugal settling Semara (55,42) before Ponta Delgada. FYI In an event I can only speak for my 600AD experience.
Sorry for not being clearer, but I was referring to the AI choice which tiles to work, not where to found cities.

Yes! Here's my current game as China. Linzi is choosing 2f/2c over 2f/4c, Mingzhou is choosing 2f/2c over 2f/3c, and Jicheng is choosing 1f/1p/1c over 1f/1p/2c. It was happening a lot in my England game as well. Both Loch Garman and Dun Eidann are choosing 2f/2c over 2f/4c. These are all with the normal citizen automation, no emphasis.
Great, thanks. I will look into it when I find the time.
 
Oh, another question on the AI worked tile selection. Have you ever encountered the AI choosing a tile with suboptimal food? All the examples I have seen seem to be where the food is equal but it chooses lower commerce when a higher commerce tile with the same food is available. Just trying to narrow down the problem.
 
Oh, another question on the AI worked tile selection. Have you ever encountered the AI choosing a tile with suboptimal food? All the examples I have seen seem to be where the food is equal but it chooses lower commerce when a higher commerce tile with the same food is available. Just trying to narrow down the problem.
I think I have seen this but afaik it is much, much rarer. I just loaded up my Rome domination save and messed with all the sliders and next turned and couldn't find an example in 50 odd cities. But I'm pretty sure I saw it occasionally working 2H1C semidesert over 1F2H2C cottages in Sur or unimproved steppe tiles over grassland cottages. I only see this behavior in general with cottages, it will do anything to not work cottages.
 
I'm playing China 3000 BC. I just conquered Hanseong (Seoul), but it's not providing any expansion instability.

Also, I've never figured out: why do the core/periphery population totals differ between the Domestic Advisor screen and the tooltip at the left of the screen?
 

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France, 3000BC Start. I contact the Aztecs in 1428 and give them the plague but I don't get conquerors. But I do note that Arabia circumnavigated about 100 years earlier and recently collapsed so I'm not sure if that's a factor.

Also, Arabia and China's tech rate in this game flew past everybody else's. Also, to anybody snooping in on my game, how am I doing so far? Any suggestions?
 

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Other issues I saw on Arabs (Marathon):
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I noticed one more thing after replaying Arabs.
In my uploaded save file I can't contact Nubia at all.
I thought it was intended but turns out they act like other normal AI civs in other games.
 
I noticed that there's an interface related bug on PlatyBuilder which you can spot from the screenshot. First mistake is that some of the modifiers seem to be displayed incorrectly. I think right now Free Health is adjusted from tweaking the number displayed on Unit Production costs. Also not sure what the very bottom modifier is meant to be, there seems to be some text related bug.
 

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Oh, I see. This feature seems to be outdated.
 
Does someone have a good example save where making the AI select city tiles selects an obviously inferior tile?
This concerns AI citizen usage. I meant to report it long ago but your request just made me think of it. For a single turn, at least one but sometimes many AI cities will suddenly turn from running a food surplus to a massive deficit without any obvious cause like unhappiness, poor health, blockade, or domestic crisis. Unfortunately by the time I switch to the civ to see what's up the citizen distribution has already changed. I'll still include two saves. EDIT: I ran autoplay to look for an instance of this phenomenon so I couldnt enter city view on the same turn. Which made me remember another request: is it possible to enable map interaction in autoplay?
 

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Not sure if I have misinterpreted the UHV but Carthage "reveal 50% of African coast" seems not to be working. Attached save - you can see the numidian cav has gone round basically the entire coast of africa. Should be UHV complete as it has revealed >80% of African coast tiles (I counted), but the UHV screen still showing only 28% revealed
 

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