Calculations messing up!?

mr_happyguy

Chieftain
Joined
Sep 16, 2011
Messages
9
Hi there!
First of all, thanks for a great mod, I am truly enjoying the game even more with this mod. :goodjob:

There are, however somethings I don't understand... When I get into mid-game, around the end of rennaisence/start of industrial age, my calculations start to mess up badly.
My cashflow should be positive, but when the turn starts it's zero?! The policy counter also messes up and keeps telling me that I am 1 turn from adopting the next policy, even after several turns.

Anyone else experiencing these problems? And what can I do to fix this? :confused:
 
My cities tend to "grow in 1 turn" for few turns but other then that dint take notice of more.

Will do now.
 
Hi there!
First of all, thanks for a great mod, I am truly enjoying the game even more with this mod. :goodjob:

There are, however somethings I don't understand... When I get into mid-game, around the end of rennaisence/start of industrial age, my calculations start to mess up badly.
My cashflow should be positive, but when the turn starts it's zero?! The policy counter also messes up and keeps telling me that I am 1 turn from adopting the next policy, even after several turns.

Anyone else experiencing these problems? And what can I do to fix this? :confused:

With regard to cash flow, it's possible that new buildings and units quickly knock it down. I'm often shocked at what public schools, let alone research labs, do to the bottom line.

With regard to the Policy counter: this has been a problem for a while now in the mid-to-late game. Sometimes I'm stuck at one for two turns, which is unnerving (since nothing can be timed). And the problem does seem to be when it gets to one.
 
With regard to cash flow, it's possible that new buildings and units quickly knock it down. I'm often shocked at what public schools, let alone research labs, do to the bottom line.

With regard to the Policy counter: this has been a problem for a while now in the mid-to-late game. Sometimes I'm stuck at one for two turns, which is unnerving (since nothing can be timed). And the problem does seem to be when it gets to one.

I've seen this before, in one particular instance: When something else prevented the CS bonuses (and presumably several other every-turn things) from running at all. This is easy to check if you have any MilCSes, because you can watch the next unit counter and see it not increase.

I've never seen the next policy turn counter wrong when CS culture was being applied correctly (The science counter is wrong all the time and I just work with it).
 
I've seen this before, in one particular instance: When something else prevented the CS bonuses (and presumably several other every-turn things) from running at all. This is easy to check if you have any MilCSes, because you can watch the next unit counter and see it not increase.

I've never seen the next policy turn counter wrong when CS culture was being applied correctly (The science counter is wrong all the time and I just work with it).

Much of my culture this game came from CS, do this could very well be a key to resolving the issue.
 
Could you try these steps? It might help me identify where the problem could be:


  1. Open this file:
    \Documents\My Games\Sid Meier's Civilization 5\config.ini
    .
  2. Make sure "Enable message logging" is set to "MessageLog = 1" (is this the default?)
    .
  3. When you notice the problem occur, end your turn, then zip & attach this file to a new post:
    \Documents\My Games\Sid Meier's Civilization 5\Logs\Lua.log
 
Much of my culture this game came from CS, do this could very well be a key to resolving the issue.

As seen in another post (with v24) I observed this and it definitely wasn't just CS culture that wasn't accruing, so there must be another bug at work too.
 
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