Bug Reports and Technical Issues

No, everything looks right from what I can tell. Did you rename the existing v1.17 directory and create a new one from scratch? It sounds like you left something behind, perhaps that is the issue. To be safe, you can try deleting the current "RFC Dawn of Civilization", extracting the zip to the same place and renaming "Dawn-of-Civilization" to "RFC Dawn of Civilization" again.
I deleted some artefact files that were still there from a previous Civ4 install, and not only does that all work now, the game is 90% faster to load! Thanks
 
@Nikk7

Looks like a borked Ottoman spawn. Konya and Bodrum remained with Turks but their units were correctly exiled. SInope seems to have been "Formatted" - renamed to the default Ottoman city name for an unspecified tile (Gaziantep), religion removed, all buildings destroyed, culture reset to 0 and set to 100% Ottoman, its three citizens are unassigned to either tiles or specialists, and it didn't receive the typical 2 defenders. Also several Rise of the Ottomans tiles did not properly convert culture.

If you're ok with this outcome play on, but I'm still trying a WB stunts to try and avoid the error without messing with the game state too much. These are moves I tried

1) Set Mehmet at war with Indies. Deleted Indy units in Const.; moved Otto stack onto Const. to conquer. Successful flip. Getting Const. on first turn allowed Advanced Start points to be spent on it so this method will probably result in stronger Ottomans than usual.
2) Peaceful flip one Core city. In every case the general flip went through on the next turn. A few turns later Ottos took Const so the game seems to be proceeding as expected. This is probably the least impactful method.

It seems like the Ottos just need to own a city on the first turn in order to avoid the error.
 
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Maya's UHV are just broken. I played at Monatch difficulty, and it was not even close. Not even on Deity can I see how Calander can be discovered that early? 3 archers in the closest blocking independant city, sure with alot of luck if they rush you can win. But then you get the Toltecs. You are soo doomed.
 
Republic seems to be giving me a specialist in 4 cities though it says it should only give one in 3 (I last updated July 19 this year)
Update on this: it looks like it sometimes happens right after settling a city in the new city. In one save, I was sending my settler to the wrong place but if you settle in place or on the spot marked with the alt x it should give the city a free specialist, while in the other one settling where the settler is does not give it an extra free specialist. Not sure if this info is helpful but thought I'd mention it just in case :P

The extra free specialist from the earlier save eventually went away - unfortunately I didn't notice when
This was a strange one. The rule for which city gets a free specialist uses the city's culture rank - the city with the three highest ranks receive one. However, culture ranks are tracked separately for each set of connected cities. In other words, if you have a single city not connected to your capital (like Sanaa in your game), it also has rank 0 same as your most cultured city overall. The reason for this is that culture rank is primarily used for resource access, and resources are different based on the trade network. That also explains why the problem eventually goes away, probably right when that city is connected to the capital.

I fixed this by requiring cities to be connected to the capital to receive this civic effect. It's a bit of a hack, but should not be a big difference in most games.
 
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