Bug Reports and Technical Issues

Portuguese spawn 60 units out of nowhere when I declare war on them. Fortunately they capitulated few turns later without any battle. This was on the yesterday version.

Screenshot 2024-06-26 163213.png
 

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May not be intentional but upon loading 3000BC Byzantine start and making one turn, Great Schism occurs and converts all Byzantine cities - and even Nubian, for some reason in this save - to Catholicism
The reason for this is that the schism is meant to occur if more orthodox cities are outside the control of orthodox civilizations than inside - however in this game nobody converted to orthodoxy and it suddenly triggers when Byzantium spawns with orthodox state religion and only one orthodox city under its control. I think part of this issue is the bug that made civs reluctant to convert to religions that I fixed earlier - I'm pretty sure Ethiopia and probably Rome would have been orthodox with the fix in place.

Either way, I changed the condition a bit to prevent it from firing if there is only one orthodox city under orthodox control. That's pretty much always an edge case that can only be created by something like the Byzantine spawn.
 
There are several plantation resources in South America that cannot have slave plantations created on them. I've left slave units on top of these resources in these two saves.
-the dye by Trujillo
-the tobacco by Caracas
-the tobacco between Montevideo and Porto Alegre
-the tea between Porto Alegre and Asuncion
-the sugar north of Goiana
-the coffee north of Goiana
I'm not sure if this issue persists with any others for additional resources spawns in 1800/1850/1900. Not that anyone should be running colonialism that late in the game, but...
Slaves do not remove features for you. To build a slave plantation, the feature must already be removed.
 
Slaves do not remove features for you. To build a slave plantation, the feature must already be removed.
Eventually I figured out that choppable forests needed to be chopped first. It threw me off since rainforest slave infrastructure could be insantly built. I suppose it’s to avoid clearing our rainforests before microbiology.
 
On a game with Rome, I was preparing to defend against the bunches of axemen we have on 1.17, but I ended by not seeing even one stack before 100AD. I continued the game to see if the spawn was later but it was the same, no barbarian until 300 AD.

Here is a save in 60AD.
 

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Portuguese spawn 60 units out of nowhere when I declare war on them. Fortunately they capitulated few turns later without any battle. This was on the yesterday version.

View attachment 694781
Ability to declare war and duration of birth protection are currently out of sync by one turn. Wait until “Rise of…” no longer shows on hover.
 
Russia's UHV names are off.
UHV Names.png


In the attached save, Yerushalayim can whip the space elevator at the cost of only one population.
One Man Whip.png
 

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UHV titles are known to be still off - none of the changed UHVs are final so I will only correct them closer to release.
 
Playing as Ottomans (on 1.18) and I have conquered Byzantium and made it my capital.
But now I can not settle new cities or build new settlers outside of Europe.
I suspect this will go away when I discover Exploration.
But surely Ottomans should not have this continent restriction.
If this is solved by Byzantium belonging to both continents or if its moved to Asia I do not care as long as the restriction is resonable.
Right now its not.
Savegame attached
 

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Historically they used ships.
 
A very, very minor bug, but but victory scoreboard does not display destroyed units correctly. I did not killed any workers in this playthrough and lost 3:
20240629111126_1.jpg
 
Is that save from before their respawn?
 
I've noticed respawns of civs having other civs UUs, next time it happens I'll post a save.
 
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