[Build 1.0.1 Patch 3] [Reproducible] City State Upgrade Bug

MACKA0ili

Warlord
Joined
Sep 9, 2013
Messages
161
When upgrading from an independent power to a city state, the city state, Vatican City, entered a bugged state in which it acts as if it was dispersed
.
While playing as Napoleon (revolutionary) during the Exploration era, I noticed I was not able to interact with Vatican City after it had upgraded. The "choose city state bonus" screen had not appeared and I was unable to convert it to my religion or interact with it in anyway. Upon reloading via autosave, the city state was dispersed leaving only its units behind.
After multiple reloads to turns before its conversion, the same result occurs. Save state is included below the pictures:

-Independent power has its influence tick over to trigger city state conversion:
20250213225547_1.jpg
-Independent power enters a bugged state
20250213225439_1.jpg
20250213225454_1.jpg

-Reloading the current turn causes the power to be dispersed (two different attempts at reloading depicted):
20250213225859_1.jpg
20250213230152_1.jpg
 

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I just created a thread with a similar (not identical) issue involving a city-state that disappeared, leaving behind "owned" tiles. Initially I thought it had been defeated by an AI player, but when I went back and played through again with defensive troops stationed nearby to protect it, I realized that the village was simply disappearing on its own. The tiles it had owned remained the property of the now-missing village, and when I put my own town nearby, I could not claim those tiles or improve them.
 
I just had this last night with Munich. Their units were still around, one was sitting where the city used to be in temp fortifications.
 
In that game last night, there was the 1 unit in the city loc, and 2 more wandering about.

methinks something is borken somewhere. (but doesn't seem consistent. the nastiest of bugs.) :)
 
I had this issue when using Greece and wondering if it’s some math error with the bonus % to befriend independent combined with adding extra support after the initial befriend action.

That -1 value it leaves on the IP screen after it would have completed becoming suzerain makes me think it’s like the negative food issue with the Confucius growth % over 100.
 
I've had this happen as well, I also got a -30 malus with civs for dispersing an IP when it happened.
 
had it yet again yesterday with a science one. Got the notification that befriending completed, but the CS was gone.
Reloaded multiple times... nope.

THAT game later on borked itself on turn 268 in exploration age. Click next for 269 and insta crash.
(well, sound stops instantly it just took a few seconds to close out the game) That one I reported.
 
Had it happen again now, here's some information:
  • There were no units stationed on the IP except its own units
  • I don't have any attributes, mementos or abilities that reduce the influence cost of befriending an IP
  • The amount of influence invested was just the baseline 340 in Exploration, I did not add more influence on top (2 influence per turn to befriend)
  • There were no other civs competing for it nor were there any civs actively fighting it
  • The IP just sits there with -1 influence to all actions and all actions greyed out, disappears on a reload
  • IP remains in the list of city states on the diplomacy screen until game is reloaded
 
I've had this happen many times and might know why. I just realized in the last occurrence that a resource was located underneath the encampment (same situation in your screenshots). In the first turn of a new a age, the city states do not exist which gives an opportunity for a new resource to appear in the tile the city state once stood. Cities cannot exist on resource tiles so when the befriend process is complete the game simply de spawns the city. Until a fix is made (or just don't have the city sates randomly disappear for one turn), any city states that spawn on resources are lost causes and cannot be befriended :(
 
The spawncode for the IP should be able to be fixed in less than an hour.

I hate doing programming, but I have done it.

A smiple check would solve this.

spawncode
if has RESOURCE
then start over
else spawn.

(change for flavor of codebase)

OR change RESOURCE to SETTLEMENT

depending on what you want to spawn first.

OR

Let us settle on resources like we could before. (my preference)

There is flat out no excuse for this kind of bug. None.
 
So this is still definitely a problem:

cs resource bug.jpg
cs resource bug 2.jpg
zombie state.jpg

I tried using Itsaraphab on Helsinki and it just despawned.
 
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