Bug Reports and Technical Issues

Here's a list of all the starting tech/civic conflicts I could find. Note that this list was compiled from one Git version prior to current. I removed the Norse from the list (since they were mentioned as fixed in the latest commit), but if any others on this list were fixed as well and just weren't mentioned, I apologize in advance.

3000 BC/600 AD:
French: Vassalage without Feudalism
Japanese: Vassalage without Feudalism
Turks: Vassalage without Feudalism
Tibetans: Vassalage without Feudalism
Moors: Vassalage without Feudalism
Rus: Vassalage without Feudalism
Vietnamese: Vassalage without Feudalism
Congolese: Vassalage without Feudalism

600 AD exclusive:
Nubians: Monasticism without Ethics
Khmer: Citizenship without Law, Monasticism without Ethics
Byzantines: Vassalage without Feudalism

1700 AD Exclusive:
Dutch: Secularism without Scientific Method
 
Forested steppe does not allow chopping and building a cottage/workshop/farm in 1 click. You must chop the forest separately, then the cottage/workshop/farm buttons appear. Watermills/mines/windmills seem to be normal though.
 
Playing as Thailand again and the UP isn't working. At some point I lost contact with the Ottomans, moving the caravel 2 NE will regain contact with them.

Edit: playing another two turns and avoiding Italy will see you lose contact with them.
 

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Yes. You can check if the expected path exists in Assets/Maps. If not, something is missing.
 
Receiving a tech FROM the University of Sankore owner (Mali) gives the gold to me.
eg, Mali trades me Nationalism for Ballistics. I receive 2400 gold.
 
Forested steppe does not allow chopping and building a cottage/workshop/farm in 1 click. You must chop the forest separately, then the cottage/workshop/farm buttons appear. Watermills/mines/windmills seem to be normal though.
I don't think this is a bug in the sense that this is how BTS works, you cannot build a cottage on a tile that has 0 food by the default logic of the game. for example a grassland hill with jungle in the base game must be chopped for a cottage to be an available improvement. I can't remember for sure but I think it is the same in the base game with farms and workshops but you don't ever have a tile that becomes zero food due to a feature that would otherwise ever be eligible to have a farm or workshop
 
Something is off with unit costs.
One turn I payed 0 gold for 21 units (savegame 665 AD).
The next I had to pay 25 gold (savegame 666AD).
Looking at the tooltip it says free support for 17 unit, still it charges me 1 gold for all 21 units.
It is supposed to charge me 1 gold for 4 units, right?
 

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I don't think this is a bug in the sense that this is how BTS works, you cannot build a cottage on a tile that has 0 food by the default logic of the game. for example a grassland hill with jungle in the base game must be chopped for a cottage to be an available improvement. I can't remember for sure but I think it is the same in the base game with farms and workshops but you don't ever have a tile that becomes zero food due to a feature that would otherwise ever be eligible to have a farm or workshop
I think the dynamic here is that riverside grants +1 food but not before the feature is removed. So after removing the feature the improvement would become valid, but the logic that checks if the tile can have that improvement does not consider that, even though it's known that the improvement would remove the feature. It's an edge case in the logic that has not been considered. I think it can be fixed.
 
How to create infinite starting units for AI:
1. Find a point where two civilization birth in same turn, and play as one of them.
2. Exit, and reload the initial autosave which will display "you've entered xxx era"
3. You'll see another civilization's starting units duplicated twice. Reload again and it will duplicate three, four and infinite times.

By the way, after I upgraded my PC to Windows 11 I got serious CTD bugs. When I click "exit to main menu" it collapses the game. I'm sure it's caused by main menu music because it never happens when I turn in-game music off. The logic is the same as an earlier bug, which causes CTD upon victory. I wonder if it's possible to modify the dll to turn off the main menu music.
 
I've been having that CTD bug for at least a couple years. I always thought it was a RAM issue, so I never bothered to report it. It's inconvenient but since the mod loads quickly it's never been that much of a bother.
 
Pardon me if there's a mechanic here I'm missing, but for some reason my cottages around Babylon aren't upgrading? They're stuck at one turn to upgrade. I dunno if it has something to do with flood plains. All other cottages are upgrading as normal.
 

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Yes. You can check if the expected path exists in Assets/Maps. If not, something is missing.
Is the link in your... text under your post, whatever it's called, the most up to date download? I'm trying my best to enjoy all the thankless work you've done.
 
The download link at the top of that page points to the installer, which installs the latest release. If you want the new map, it is only available as part of the development branch. You need to get it from github.
 
A bit of a weird one: Spain respawns on this turn, but for some reason also gets Angyra in Turkey.

Edit: Also Sweden has had like half its army in northern Russia just walking around doing nothing for the entire game.
 

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While I'm posting about the Phoenicians, I should ask about UHV2; is it meant to represent colonization and not Hannibals ambitions? I've completed it by colonizing Italy and Iberia early, getting kicked out later by the Romans and Celts (humorously enough), respectively.
The goal is deliberately open ended and you can achieve it in different ways - there's a reason there is a separate conquest goal though, so it's meant to also include a settling/building aspect.

Pardon me if there's a mechanic here I'm missing, but for some reason my cottages around Babylon aren't upgrading? They're stuck at one turn to upgrade. I dunno if it has something to do with flood plains. All other cottages are upgrading as normal.
It does have something to do with flood plains - negative tile health now slows down cottage upgrades. This was intended to be a feature a while ago but did not work due to a bug. Your improvements are upgrading, only slower than normal. The issue was with the predicted time in the tooltip, which did not reflect this change. Expect a fix soon.
 
Something is off with unit costs.
One turn I payed 0 gold for 21 units (savegame 665 AD).
The next I had to pay 25 gold (savegame 666AD).
Looking at the tooltip it says free support for 17 unit, still it charges me 1 gold for all 21 units.
It is supposed to charge me 1 gold for 4 units, right?
The upkeep is correct, you have 38 units - 17 free + 21 with upkeep. The difference comes from the fact that you get free unit upkeep the first few turns after spawn. The effect runs out between those two saves.
 
Individualism effect of upgrading improvements when they are not worked doesn't work on some tiles:
Can confirm that it was only an issue with the tooltip. If you end turn the remaining time will be shown correctly. A fix will be up soon.
 
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