You would think if 16 bit could go up to 640k (https://en.wikipedia.org/wiki/Conventional_memory), 32bit should be able to go up to 40G. 

This is not really a bug but more of an annoyance, so I will post it here. The keyboard shortcut for seasonal camp is the same as the center on active unit key, so if I lose focus on worker and try to recenter I build a seasonal camp.
Somehow not entire thing was copied."c" has always been used as the shortcut for "center map". It should never be used for another unit action (here: "build seasonal camp"). Now I know why I built so many seasonal camps where I didn`t want to and why center map often doesn't work.
Use shift-c or whatever but not "c"!
Thanks for mentioning that - I may have to figure out a way to get the code to not include this type of GG creation. hmm... nothing I can do right away so exploit away for now but yeah, it's kinda a serious issue isn't it?Also, there's a possibly unintended cheesy exploit to get Great Generals. If you have the Tomb of Cyrus, and you have a Warlord Commander / Captain / Colonel / General unit, and that unit dies (in any way, not only by losing in battle, but also drowning), he returns as a Great General in 8 turns using Tomb of Cyrus (it works in 100% of the cases, it appears that they always cheat death). Doesn't look like it's the intended behaviour (and honestly, I didn't want to disclose this, since abusing this thing is a guilty pleasure of mine).
Perhaps I should add a 50% random roll to it?Also, there's a possibly unintended cheesy exploit to get Great Generals. If you have the Tomb of Cyrus, and you have a Warlord Commander / Captain / Colonel / General unit, and that unit dies (in any way, not only by losing in battle, but also drowning), he returns as a Great General in 8 turns using Tomb of Cyrus (it works in 100% of the cases, it appears that they always cheat death). Doesn't look like it's the intended behaviour (and honestly, I didn't want to disclose this, since abusing this thing is a guilty pleasure of mine).
I think the key word is "tend". Civics, and even civilisations, don't necessarily get better, only different. Way back when slavery might have been non-existent. Today we can't seem to get rid of it any more. Sure what most people consider normal slavery is abolished, and laws against it, but human trafficking, selling of babies for adoption, prearranged marriages to little girls, foreign labour used abroad or within own country, the list goes on and on.Question -- the "Gold Standard" currency civic appears to be better than "Credit" currency civic in every aspect (more income from cities / trade routes, extra building, less inflation, +1 happiness); even though Credit is a later game civic (and those tend to get more powerful than the "old" ones, or at least
they get some sort of outstanding feature that makes them a viable alternative). Is this intended?I use the gold standard for the whole rest of the game as a result of how good it is.
Is it possible (and I'm really asking because I haven't evaluated civics recently at all) that what's 'best' is determined more by what strategies you are focused on using than on an absolute measure that applies equally to all situations? That's usually what the decision making between civics should be - particularly later in the game.My post was not political in nature. I was just saying how unbalanced the civics are.
Maybe, but the later economic civics don't provide any science bonus. To me later in the game you need more science boost.Is it possible (and I'm really asking because I haven't evaluated civics recently at all) that what's 'best' is determined more by what strategies you are focused on using than on an absolute measure that applies equally to all situations? That's usually what the decision making between civics should be - particularly later in the game.