Playing on the August 8 version, I got the following error during autoplay, meaning I unfortunately do not have a save. IIRC this occurred around T80? Maybe you can learn something from it anyway:
Code:
Traceback (most recent call last):
File "BugEventManager", line 382, in _handleDefaultEvent
File "Events", line 22, in handler_func
File "Collapse", line 14, in checkScheduledCollapse
File "Collapse", line 59, in completeCollapse
File "Secession", line 33, in secedeCities
File "CityNames", line 534, in clearChanges
File "Files", line 102, in __getitem__
IndexError: tuple index out of range
Another minor thing I noticed is that in the combat log combats with independents are inconsistently displayed.
The logging of a combat starts with listing the units involved with owner, unit type and effective strength being displayed. Then comes a bit of bookkeeping (odds, modifiers, ...) and then the result of each combat round. Lastly the result is displayed noting again the unit types and owner, and who won.
In the initial message of the owner the independents are listed as independents, in each round and the last message as barbarians.
This is something I meant to report previously so I can't say exactly which update putative behavior began, but its safely to place it in the vicinity of the Big Update from the beginning of this month (EDIT: I'm slogging through versions and can at least say its definitely prior to this). Regrets that I'm only now investigating this specifically. I'm also presuming that it's been intended all along for African civs to be able to build Slave Improvements, but this is mainly a sanity check since I'm as certain as possible this is indeed the case.
I suddenly stopped seeing Slave Improvements in the lands of Native African civs. Can confirm Slavery civic is being run in all cases. Tried various Civic combos to rule out as factor and no effects were noted. First tried Swahili, especially since UP might be complicating things. With default capital, Slave improvements were not available ( also WB'd a variety of terrain configurations to rule this out, and no effect observed. I plopped a city on Ponta Delgada and placed Palace to move my capital to Europe. Sure enough, this unlocked Slave improvements. However, Slave improvements seem to be excluded from UP rules. Example: forrested Cotton 1W of Kilwa. With forrest, Build Slave Plantation isnt available as a Slave action, but workers can build Plantation without removing features as intended. To confirm Continent effect, I restored Kilwa as capitol, and as expected Slave improvements were no longer available.
Repeated similar process to check Mali and Congo and same conditions seem to be in effect.
I'm also presuming that it's been intended all along for African civs to be able to build Slave Improvements, but this is mainly a sanity check since I'm as certain as possible this is indeed the case.
Yes, of course. The gold value of the rushed hummer is insanely low. As you can see from my screenshot, you can purchase a 1440 Great Wonder with just 86 !
SpoilerCurious historical fact about undervalued gold :
The Carolina gold rush, was the first gold rush in the United States, followed the discovery of a large gold nugget in North Carolina in 1799, by a 12-year-old boy named Conrad Reed. He spotted the nugget while playing in Meadow Creek on his family's farm in Cabarrus County, North Carolina. Conrad took the 17-pound (7.7 kg) gold nugget home to show his father. However, gold was not commonly seen in their community and the value of the nugget was not understood. The nugget was used as a door stop in the family's home for several years . In 1802, Conrad's father, John Reed, showed the rock to a jeweler, who recognized it as gold and offered to buy it. Reed, still unaware of the real value of his "doorstop," sold it to the jeweler for US$3.50 (equivalent to $76.91 in 2024) (approximately one week's pay for a farm laborer at that time). The large nugget's true value was around $3,600 ($3,600 in 1799 is worth $94,550.63 today).
small thing, in the bottom right, when you hover over the option to show cores on the map, the tip tells you yellow areas are contested areas, not conquest areas.
Playing as Chine on Monarch/Marathon game difficulty on almost the latest git commit.
Game gets stuck again when ending my turn. Deleting Kushan units on 100:52 solved the issue (just like before in my Persia game).
Savegame attached.I also have earlier savegames upon request.
Thanks for identifying the cause. Suspicious that it's the Kushans again. Perhaps they are struggling with the fact that there is a continent boundary on their territory.
I'm trying Rome after the new wonders revision and:
- Egypt already moved to Ayyiubid period
- You might want to check Aqua Appia tech & see other civs willingness to build this wonder and the Pantheon, not to have it built before Roman spawn
I'm trying Rome after the new wonders revision and:
- Egypt already moved to Ayyiubid period
- You might want to check Aqua Appia tech & see other civs willingness to build this wonder and the Pantheon, not to have it built before Roman spawn
Edit: in the same save I also note the Phoenicians building an extremely large stack of galleys. Iirc someone here already mentioned the Japanese AI having a similar behavior, maybe it's the same issue?
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