I almost forgot about this. Currently working on it; challenge is selecting one among so many possible turns to share. In other words, the purported effect is apparent for the length of a given civ's game. I'm gonna focus on England though.Please show me a save where the AI starts production of a unit that you consider excessive next turn. That is the best way of investigating this.
Traceback (most recent call last):
File "CvScreensInterface", line 623, in leftMouseDown
File "CvPlatyBuilderScreen", line 2308, in leftMouseDown
AttributeError: 'module' object has no attribute 'getName'
ERR: Python function leftMouseDown failed, module CvScreensInterface
As you observe below, I think the dynamic is more that the AI for some reason decides it does not need that many SETTLER_SEA units and converts them to ASSAULT_SEA instead. But I agree that it shouldn't.The spawned English Galleons also frequently change roles to ASSAULT_SEA, stranding the spawned Settler and precluding further spawns (if I understand the system, iColonistsAlreadyGiven is active until Settler is consumed?) . Actually, this is probably what's happening rather than the Colonists now spawning at all as stated above. What's unclear is what threshold for ASSAULT_SEA transports England AI wants to meet before permitting a SETTLER_SEA, but it's quite a few, though as youre certainly aware this preference is subject to conditions, mainly war/peace.
Have you updated? This is the error that is supposed to be fixed by "fixed city name encodings". Some city names with non-ASCII characters were accidentally left without unicode encoding, so the game was unable to display them.In the end I could only reproduce the same one I posted as a screenshot last night. If you start as the Byzantines in the 600 scenario and go into worldbuilder, this error pops up if you mouse over the marble tile in Egypt. This is the only consistent one I found. I think I only found it because I've been looking at civs in worldbuilder to see their new name maps.
I was convinced I had, but apparently not. Sorry for the false alarm.Have you updated? This is the error that is supposed to be fixed by "fixed city name encodings". Some city names with non-ASCII characters were accidentally left without unicode encoding, so the game was unable to display them.