C2C - Civics Discussion Thread

I can just choose between the first 3 labor civics so far.. but they all give me some 16k% inflation, within 3 turns my per turn income went from about +80 gold to some -15k gold. I think this is not intentional ;)
I saw this also in the Civilopedia, but I thought the error is only for the main menu. :confused: The best advice I can give for errors like this is to start a new game. :( Sorry
You might want to follow the advice of your fellow modders and avoid tags like <iInflation></iInflation> without any integer.
And that would have been an easy task while you were already working on the text update.

Btw., starting a new game still gives the massive inflation.
 
after rereading... to be clear, you mean a building tag that changes specified specialist yields right?
Correct. We have one currently that affects every specialist type in all your cities, but I would like one for just that city, a building tag. Thanks :)

You might want to follow the advice of your fellow modders and avoid tags like <iInflation></iInflation> without any integer.
And that would have been an easy task while you were already working on the text update.

Btw., starting a new game still gives the massive inflation.
I don't think its because I'm putting in the number "89756669" into the inflation tag ;) Is that what you're saying here?
 
Correct. We have one currently that affects every specialist type in all your cities, but I would like one for just that city, a building tag. Thanks :)
Ok. Should be pretty easily done then ;) I believe its one that's been wanted for a while now too.

I don't think its because I'm putting in the number "89756669" into the inflation tag ;) Is that what you're saying here?
You should read the bug thread more often! Apparently some computers are reacting to empty tags with randomized 'ANY NUMBER' results. AIAndy has stated that to avoid this we should remove the notation of the tag in the xml if its not going to be used. Thus, just take out lines like <iInflation></iInflation> entirely (even: <iInflation/> empty tags should go apparently!) Either that or put a null number to make sure the system has clarification, like <iInflation>0</iInflation>.
 
You should read the bug thread more often! Apparently some computers are reacting to empty tags with randomized 'ANY NUMBER' results. AIAndy has stated that to avoid this we should remove the notation of the tag in the xml if its not going to be used. Thus, just take out lines like <iInflation></iInflation> entirely (even: <iInflation/> empty tags should go apparently!) Either that or put a null number to make sure the system has clarification, like <iInflation>0</iInflation>.

Btw, aside from a fix for the inflation problem soon i'd like to draw your attention to your civic text in your folder.
After several months it would be nice if the Soilders could now become Soldiers.
 
Look like it's all Win7/Win8 users... Inflation go to a random big number, making the game unplayable after a few turns for new game and save game.
But maybe there is another bag : I revert to No currency civics, so, normally, No inflation. But even with this I still have a big inflation...
 
Look like it's all Win7/Win8 users... Inflation go to a random big number, making the game unplayable after a few turns for new game and save game.
But maybe there is another bag : I revert to No currency civics, so, normally, No inflation. But even with this I still have a big inflation...

Not happening for me? (I use win8)
 
Not happening for me? (I use win8)

Same - I also use WIn8 and it's fine for me too.

As AIAndy said though, the use of empty tags in the XML where it expects numeric quantities is probably bad. First thing to do should be for someone to correct the labor civic XML so that is not the case, and see if that solves it for the people having the problem.
 
Same - I also use WIn8 and it's fine for me too.

As AIAndy said though, the use of empty tags in the XML where it expects numeric quantities is probably bad. First thing to do should be for someone to correct the labor civic XML so that is not the case, and see if that solves it for the people having the problem.
Alright, I'll see if that fixes it.
@ anyone, can someone give me a brief tutorial on how to add buttons? Hydro gave me some lovely buttons, and I wish I knew how to add them. :(
 
Alright, I'll see if that fixes it.
@ anyone, can someone give me a brief tutorial on how to add buttons? Hydro gave me some lovely buttons, and I wish I knew how to add them. :(

Use this tag
Code:
<Button>Art/Interface/Buttons/Civics/Chiefdom.dds</Button>

except replace the contents with whatever the path is to your button (somewhere in art/interface/buttons/civics)
 
Use this tag
Code:
<Button>Art/Interface/Buttons/Civics/Chiefdom.dds</Button>

except replace the contents with whatever the path is to your button (somewhere in art/interface/buttons/civics)
Thanks :)
 
Btw, aside from a fix for the inflation problem soon i'd like to draw your attention to your civic text in your folder.
After several months it would be nice if the Soilders could now become Soldiers.
We no longer use the "Soldiers" category, so I might as well delete it, I suppose.
Inflation problem solved
Good to hear! :D
 
Im not so sure.. started a game today (latest revision on svn)

Spoiler :


Only 251 turns in and inflation costing me $44 a turn

Yup, clearly still broken - you can see that from the civics inflation source. Does your pedia entry for that civic also show the large (aka random) number? Does clearing your cache subsequent to having the supposedly fixed version make any difference?
 
i can`t second SgtSlicks observation and experience.
The latest set or the most recent SVN (4952) works fine.

All the iInflation tags for labour civics were removed so there shouldn'd be hyperinflation any more.

Of course i start my games always without caching.
 
Immigration Civics: What Are they good for? As Eric Burden said about War, "Absolutely Nuthin' Unh!"

What's the necessity of having 15 Crime/turn on the 1st Immigration Civic?

And then Open Borders has 10 Crime/turn and 10 Disease/turn?

Are we over compensating again? These are way too high. It's getting back to how it was when crime was 1st introduced. Build Every Crime fighting Bldg available (hoping you Don't run out of Gold). Plus when you get to Masonry start shelling out the cash a 2 gold/turn for as many town watch as you can afford. Crime goes down for a few turn but 5 -10 turns later it's romping and roaring at +20 to +25 a turn. Doesn't take long to get over 200 total crime. Which in the mean time is jacking with Disease levels too from the added :yuck:. Build every Gold producing bldg you can get, but it won't be enough. And God forbid you get DoW'd.

All in all there isn't a good one till the last 2 and they both become available on the same distance future tech. :p

JosEPh
 
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