C2C SVN Changelog

updated svn 3796 -> 3824 and the revolt risk has gone ridiculous. posted pic is an example of such ridiculousness. this city has no crime, is only 9 tiles from the capitol, has 8 guards (I'm building more every turn) and is still getting huge amounts of increasing revolt risk per turn. the capitol has similar problems, but the red bar is a little thinner. civics are: republic, legislature, proletariat, free market, mercenaries(I tried pacifism but it did not help), secular, private, waste exportation, open borders, written tradition, interpreters, privatized agriculture, coinage, and ownership

Unhealthiness is the biggest problem and proletariat is not helping.
 
Unhealthiness is the biggest problem and proletariat is not helping.

yes I see unhealthiness but fixing that will only cause more city growth, which causes more unhealthiness, it's an endless tradeoff. I'm simply using a savefile from earlier svn in which all my cities had zero revolt risk because of no crime, 100% culture everywhere, and good civics.

supposedly proletariat helps local stability and hurts national stability, at least according to the description, so that should not be affecting the city negatively.
 
yes I see unhealthiness but fixing that will only cause more city growth, which causes more unhealthiness, it's an endless tradeoff. I'm simply using a savefile from earlier svn in which all my cities had zero revolt risk because of no crime, 100% culture everywhere, and good civics.

Turn off city growth. Civ city option. Bottom right button just left of the map in the bottom right corner.
 
Turn off city growth. Civ city option. Bottom right button just left of the map in the bottom right corner.

well since this was simply a loaded savefile in which all the cities were doing just fine, I would have to do more than that. I would have to somehow delete population from many of my cities, to get to a low enough number so that they aren't pissed off about unhealthiness. before installing the latest svn, they grew and grew and grew.
 
Update

- Volcano event fix part. You will still get messages if your turn caused the volcano event but it should only centre the screen if you can see the volcano in question. Not really sure it will centre it if you can see it. Definitely does not centre it or give you extra messages if you can't see it.
 
Update

Really did add the Chaser and Warden. (Forgot to Add them through the SVN when I added everything else.)
 
well since this was simply a loaded savefile in which all the cities were doing just fine, I would have to do more than that. I would have to somehow delete population from many of my cities, to get to a low enough number so that they aren't pissed off about unhealthiness. before installing the latest svn, they grew and grew and grew.

This is the downside of playing the SVN version really - since its a rolling beta, changes to balance can invalidate decisions you made in the past in existing games - so in this case earlier version allowed you to grow to a level that had you started under the current version you wouldn't have achieved this early, and by the time you did you'd have had better techs with which to deal with it. I'm afraid balance changes sometimes inevitably have that sort of effect on ongoing games.

You could try a civic change into something that gives a one-time stability bonus on switching (forget off hand which do, but several do)
 
ok so here we are in a smaller city, even closer to the capitol, with no unhealthiness, no crime, same civics, and still getting huge red bar of revolt increase each turn.

Probably it's the fact that your empire is humongous. That would be REV doing it's job, if you have a very large civ in early eras you have to be ready to put down revolts. If you post a save (not here, as SO says, this is for stuff going INTO the SVN) then I can check for sure where the revolt risk is coming from.
 
Probably it's the fact that your empire is humongous. That would be REV doing it's job, if you have a very large civ in early eras you have to be ready to put down revolts. If you post a save (not here, as SO says, this is for stuff going INTO the SVN) then I can check for sure where the revolt risk is coming from.

wherever it's coming from, it definitely should be documented so it could be dealt with lol. we have 41 cities in a republic, which in theory is ok (it was ok before getting the latest svn). if what you're saying is correct, then releasing a vassal state would be a good idea, no? and if the empire is too large, how large -would- be ok? these are things players need to know!
 
wherever it's coming from, it definitely should be documented so it could be dealt with lol. we have 41 cities in a republic, which in theory is ok (it was ok before getting the latest svn). if what you're saying is correct, then releasing a vassal state would be a good idea, no? and if the empire is too large, how large -would- be ok? these are things players need to know!

Yikes. That 41 cities would definitely explain high REV instability, and I don't think that would come from an SVN update, unless there was some REV bug fixed that I missed. You don't really have much choice than to crush the revolts, that will lower instability somewhat, and prevent more revolts for a while.
 
Yikes. That 41 cities would definitely explain high REV instability, and I don't think that would come from an SVN update, unless there was some REV bug fixed that I missed. You don't really have much choice than to crush the revolts, that will lower instability somewhat, and prevent more revolts for a while.

where does it say anything about instability though? all I see is deity difficulty and open borders
 
where does it say anything about instability though? all I see is deity difficulty and open borders

Oh sorry, the level of the Revolt Status bar represents the amount of instability that city has. There's a BUG option to make it show an exact number of instability, but I don't know OTOH where that is.
 
Oh sorry, the level of the Revolt Status bar represents the amount of instability that city has. There's a BUG option to make it show an exact number of instability, but I don't know OTOH where that is.

yet it doesn't say anything about the number of cities as a contributing factor? does the republic civic have a hidden # of cities limit?
 
yet it doesn't say anything about the number of cities as a contributing factor? does the republic civic have a hidden # of cities limit?

In the pic it says in the hover text "Bad: Proletariat, Huge Empire, Open Borders". Proletariat and Open Borders are civics, but Huge Empire refers to the fact that you have 41 cities.
 
In the pic it says in the hover text "Bad: Proletariat, Huge Empire, Open Borders". Proletariat and Open Borders are civics, but Huge Empire refers to the fact that you have 41 cities.

that is the national stability though, not local. are you saying national stability has an affect on cities revolt risks?
 
ok so here we are in a smaller city, even closer to the capitol, with no unhealthiness, no crime, same civics, and still getting huge red bar of revolt increase each turn.
Does it actually reduce the stability by the amount it displays?
Any Python error?
 
Does it actually reduce the stability by the amount it displays?
Any Python error?

if you mean, does the revolt risk bar increase by the amount displayed, then yes it does. these cities had zero revolt risk just a few turns back. and I haven't seen any popups about errors(no clue where python errors would be displayed)
 
if you mean, does the revolt risk bar increase by the amount displayed, then yes it does. these cities had zero revolt risk just a few turns back. and I haven't seen any popups about errors(no clue where python errors would be displayed)
If you have logging enabled there is a PythonErr.log in the Logs folder.
The problem with Rev in general is that none of us has any deep insight into that code so it is hard to say what exactly causes what.
 
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