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Community BugFix Mod 0.9.2

A brief recap below, hoping it can be usefull:

Fix that can be removed from the mod

  • Meji overbuilding bonus: 1.1.1 should have fixed this, I guess it can be removed from the Mod now

Known bugs of things that simply do not works 100% of time (if a good souls know how to fix can be added to the mod):

  • Ming wall (URGENT/ GAME BREAKER): at the start of the Modern Age, each tile with a Ming Wall reduces the city's food requirement per population by 1. While the UI still displays the correct population, the food calculation is incorrect. As a result, cities with numerous Ming Walls can grow remarkably easily in Modern Age (enough to ban the Ming for me)
  • Incense do not boost missionaries (fixed in another mod, not here): Incense boost temple production but not the missionary production. This has already been fixed thanks to @Smayo (see Community Bugfixes Extended v1.11), but I think for some reason it's not still been included in this mod
  • Mobility promotion (fixed in another mod, not here): Mobility promotion for Commanders doesn't correctly ignores Rough and Minor River terrain when packed. As the previous point, this has already been fixed in @Smayo 's mod, I guess the fix could be reported also here
This is awesome thanks so much for compiling! Agree with all except Commanders ignoring rough and rivers - are we sure this was intended? After 300+ hours of gameplay I am starting to think this would be super powerful. I assumed the error was the text description is vague and should be corrected, as devs meant it ignores vegetated and wet terrain?

(Otherwise commanders rise to the level of scout as far as crossing rough and even BETTER than scout for river, which is a proper recon unit, with just one single promotion)
 
This is awesome thanks so much for compiling! Agree with all except Commanders ignoring rough and rivers - are we sure this was intended? After 300+ hours of gameplay I am starting to think this would be super powerful. I assumed the error was the text description is vague and should be corrected, as devs meant it ignores vegetated and wet terrain?

(Otherwise commanders rise to the level of scout as far as crossing rough and even BETTER than scout for river, which is a proper recon unit, with just one single promotion)
Yeah, I am not so sure on if that is fair, it does make Mobility very strong. Do units get stopped by Wet terrain as is? it seems a lot of them don't, i've definitely crossed oases with no trouble
 
A brief recap below, hoping it can be usefull:

Fix that can be removed from the mod

  • Meji overbuilding bonus: 1.1.1 should have fixed this, I guess it can be removed from the Mod now

Known bugs of things that simply do not works 100% of time (if a good souls know how to fix can be added to the mod):

  • Ming wall (URGENT/ GAME BREAKER): at the start of the Modern Age, each tile with a Ming Wall reduces the city's food requirement per population by 1. While the UI still displays the correct population, the food calculation is incorrect. As a result, cities with numerous Ming Walls can grow remarkably easily in Modern Age (enough to ban the Ming for me)
  • Incense do not boost missionaries (fixed in another mod, not here): Incense boost temple production but not the missionary production. This has already been fixed thanks to @Smayo (see Community Bugfixes Extended v1.11), but I think for some reason it's not still been included in this mod
  • Mobility promotion (fixed in another mod, not here): Mobility promotion for Commanders doesn't correctly ignores Rough and Minor River terrain when packed. As the previous point, this has already been fixed in @Smayo 's mod, I guess the fix could be reported also here
  • Prussian streets everywhere in Modern Age: for absolutely no reason, at the start of modern Age ALL the roads in neutral territory get transformed in Staatseisenbahn (the prussian special road). This obviously creates many distortion, boosting tons of tiles in the empty world and promoting colonization in these tiles
  • Staatseisenbahn yield not reported in the UI when city grow: not only the previous bug is definitely annoying, but also the related UI is broken. Staatseisenbahn improves the yield in the tile, but this is not reported when you have to add a citizen in the tile (the yield magically appear from nowhere after you've decided the tile to put the citizien)
  • Civic based on Attributes: civics based on attributes counts only the attributes gained in the current age, making the second tier of ideology civics not only useless, but damaging for people who don't know this (these civics give a bonus for the attributes but also a malus)
  • Distant Land Legacy bonus working in Original Continent: I've not tested this enough, but I'm pretty sure that the Legacy bonuses you can start when an Era begin are completely broken in all (or almost all) the situation where a bonus should be given only to distant land's cities; the bonuses instead appear for ALL the cities. Also, in modern I choose the +2 population in distant land bonus and I'm almost completly sure I received way more than 2 population in every city (I received something like 5, no idea if the other 3 could have been related to something else but I'm pretty sure not)
  • Hoplites combat preview: @WarlockEngineer as already reported above (message #142 of this thread) a fix for the fact that hoplites report a wrong combat preview message when used
Known bugs of things that do not works sometimes (if a good souls know how to fix can be added to the mod):

  • Commander melee coordinated attack: this "sometimes works", but starting from something like half ancient Age seems bugged TONS of times. Basically really often the commander melee coordinated attack simply doesn't work (you click it, the commander lose all movement, but nothing happen and no friendly unit attack anyone), or moves unit which CAN'T even reach the target. This is probably a type of bug that would require many analysis anyway.

Hoping they can have a solution :sad: and in the meantime obviously thanks to all as always!!!
A brief recap below, hoping it can be usefull:

Fix that can be removed from the mod

  • Meji overbuilding bonus: 1.1.1 should have fixed this, I guess it can be removed from the Mod now

Known bugs of things that simply do not works 100% of time (if a good souls know how to fix can be added to the mod):

  • Ming wall (URGENT/ GAME BREAKER): at the start of the Modern Age, each tile with a Ming Wall reduces the city's food requirement per population by 1. While the UI still displays the correct population, the food calculation is incorrect. As a result, cities with numerous Ming Walls can grow remarkably easily in Modern Age (enough to ban the Ming for me)
  • Incense do not boost missionaries (fixed in another mod, not here): Incense boost temple production but not the missionary production. This has already been fixed thanks to @Smayo (see Community Bugfixes Extended v1.11), but I think for some reason it's not still been included in this mod
  • Mobility promotion (fixed in another mod, not here): Mobility promotion for Commanders doesn't correctly ignores Rough and Minor River terrain when packed. As the previous point, this has already been fixed in @Smayo 's mod, I guess the fix could be reported also here
  • Prussian streets everywhere in Modern Age: for absolutely no reason, at the start of modern Age ALL the roads in neutral territory get transformed in Staatseisenbahn (the prussian special road). This obviously creates many distortion, boosting tons of tiles in the empty world and promoting colonization in these tiles
  • Staatseisenbahn yield not reported in the UI when city grow: not only the previous bug is definitely annoying, but also the related UI is broken. Staatseisenbahn improves the yield in the tile, but this is not reported when you have to add a citizen in the tile (the yield magically appear from nowhere after you've decided the tile to put the citizien)
  • Civic based on Attributes: civics based on attributes counts only the attributes gained in the current age, making the second tier of ideology civics not only useless, but damaging for people who don't know this (these civics give a bonus for the attributes but also a malus)
  • Distant Land Legacy bonus working in Original Continent: I've not tested this enough, but I'm pretty sure that the Legacy bonuses you can start when an Era begin are completely broken in all (or almost all) the situation where a bonus should be given only to distant land's cities; the bonuses instead appear for ALL the cities. Also, in modern I choose the +2 population in distant land bonus and I'm almost completly sure I received way more than 2 population in every city (I received something like 5, no idea if the other 3 could have been related to something else but I'm pretty sure not)
  • Hoplites combat preview: @WarlockEngineer as already reported above (message #142 of this thread) a fix for the fact that hoplites report a wrong combat preview message when used
Known bugs of things that do not works sometimes (if a good souls know how to fix can be added to the mod):

  • Commander melee coordinated attack: this "sometimes works", but starting from something like half ancient Age seems bugged TONS of times. Basically really often the commander melee coordinated attack simply doesn't work (you click it, the commander lose all movement, but nothing happen and no friendly unit attack anyone), or moves unit which CAN'T even reach the target. This is probably a type of bug that would require many analysis anyway.

Hoping they can have a solution :sad: and in the meantime obviously thanks to all as always!!!
- Ming one: Might be beyond our control to fix, but will look into it. Do other fortifications like HillFort do it too? Is it just Ming, not Han wall from Antiquity to Exploration?
- Yeah the Missionary one I just forgot to add to this mod, will add soon.
- I am unsure on the Mobility one, it does make for some disgustingly fast conquering, but it is what Firaxis says. That Meiji overbuiliding ability did end up being what the loc said, not what the game said.
- The Staatseisenbahn one might also be hard to fix, since its a part of the road system. I would have to do quite a bit of testing playing Prussia to make sure they still get it for railroads.
- Staatseisenbahn yield, hmmm, I think its outside the remit of this as a database mod, it would need UI work. And other bonuses dont show, like the Influence you get from placing the Parthenon on Rough Terrain.
- Civic based attributes, I think I could come up with a fix, but it would basically be rebuilding the whole tradition.
- Distant Land Legacy Bonus: I have not experienced this. Are you sure you aren't conflating this with the +1 pop on Towns? It reapplies at the start of each age. In addition, all your cities bar the capital become towns, so they all get it, and Towns have lower food thresholds for growth, so could push you to get another growth event.
- Hoplite,yeah nice fix, will do a test with and without to make sure its doing everything right.
- Coordinated Melee, yeah it sucks and you can't trust it. We have no access to this, even in the UI its just a request to do the action to the game engine. Pillage is similarly bad I find.
 
I don't think it's a bug but has anyone found the code that isolates the building of Highland Power Stations to Sherpas.. I'd like to be able to build within 3 tiles in cities from previous ages, even if it's not intended. It should not go in the mod, but curious if anyone has found it. Thanks
 
Yeah, I am not so sure on if that is fair, it does make Mobility very strong. Do units get stopped by Wet terrain as is? it seems a lot of them don't, i've definitely crossed oases with no trouble
Wet terrain stops movement only if it is marsh I think, not oasis or I forget the name of the other one with the kaolin or tundra bog

Normal units = stopped by rivers, veg, rough, marsh, tundra bog

Commanders w/ mobility promo = stopped by rivers, rough, marsh, tundra bog

Scouts = stopped by rivers, marsh, tundra bog

Edit: corrected again, and again
 
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Wet terrain stops only if it is marsh I think, not oasis or I forget the name of the other one with the kaolin.

Normal units = stopped by rivers, veg, rough, marsh
Commanders w/ mobility promo = stopped by rivers, rough
Scouts = only stopped by rivers
ah good to know. But yeah under the hood the modifierArgument reads IGNORE_ALL, so it would be weird it they didn't want it to ignore all.
 
- Ming one: Might be beyond our control to fix, but will look into it. Do other fortifications like HillFort do it too? Is it just Ming, not Han wall from Antiquity to Exploration?
- Yeah the Missionary one I just forgot to add to this mod, will add soon.
- I am unsure on the Mobility one, it does make for some disgustingly fast conquering, but it is what Firaxis says. That Meiji overbuiliding ability did end up being what the loc said, not what the game said.
- The Staatseisenbahn one might also be hard to fix, since its a part of the road system. I would have to do quite a bit of testing playing Prussia to make sure they still get it for railroads.
- Staatseisenbahn yield, hmmm, I think its outside the remit of this as a database mod, it would need UI work. And other bonuses dont show, like the Influence you get from placing the Parthenon on Rough Terrain.
- Civic based attributes, I think I could come up with a fix, but it would basically be rebuilding the whole tradition.
- Distant Land Legacy Bonus: I have not experienced this. Are you sure you aren't conflating this with the +1 pop on Towns? It reapplies at the start of each age. In addition, all your cities bar the capital become towns, so they all get it, and Towns have lower food thresholds for growth, so could push you to get another growth event.
- Hoplite,yeah nice fix, will do a test with and without to make sure its doing everything right.
- Coordinated Melee, yeah it sucks and you can't trust it. We have no access to this, even in the UI its just a request to do the action to the game engine. Pillage is similarly bad I find.
Also some of the civic ones are just weird anyways like they were thrown at a wall to see what stuck. Fascism one grants prod in towns, and the other grants gold in towns. But Prod = gold in towns...
 
ah good to know. But yeah under the hood the modifierArgument reads IGNORE_ALL, so it would be weird it they didn't want it to ignore all.
Ah I see interesting.. yeah this is where I’d really want to know the devs real intent because the consequence is huge IMO, like you said makes conquests so much faster. It would speed travel and more - Right now I really have to think about single every tile’s moveability during battles and if commanders have no restrictions whatsoever it’d be so much easier. I’m afraid it gives human even a bigger advantage vs AI though. Anyway, in the end anything the devs wanted I’ll live with of course..
 
Another bug I think, Amphibious (or at least Buganda units) seem to lose all movement embarking and disembarking from Navigable Rivers.
 
I originally reported this to Smayo, but I see you've integrated his fixes so I'll repost here:

The Hoplite's CS bonus from city-states text appears wrong in the combat preview because they forgot to include the string in units-gameeffects.xml
What it currently looks like:
Code:
<Modifier id="HOPLITE_MOD_COMBAT_PER_FRIENDLY_INDEPENDENT"
collection="COLLECTION_OWNER"
effect="EFFECT_ADJUST_UNIT_SUZERAIN_OF_COMBAT_MODIFIER">
        <SubjectRequirements>
            <Requirement type="REQUIREMENT_UNIT_TAG_MATCHES">
                <Argument name="Tag">UNIT_CLASS_HOPLITE</Argument>
            </Requirement>
        </SubjectRequirements>
        <Argument name="Amount">1</Argument>
    </Modifier>

What it should look like:
Code:
<Modifier id="HOPLITE_MOD_COMBAT_PER_FRIENDLY_INDEPENDENT"
collection="COLLECTION_OWNER"
effect="EFFECT_ADJUST_UNIT_SUZERAIN_OF_COMBAT_MODIFIER">
        <SubjectRequirements>
            <Requirement type="REQUIREMENT_UNIT_TAG_MATCHES">
                <Argument name="Tag">UNIT_CLASS_HOPLITE</Argument>
            </Requirement>
        </SubjectRequirements>
        <Argument name="Amount">1</Argument>
        <String context="Preview">LOC_ABILITY_HOPLITE_UPGRADE_PREVIEW</String>
    </Modifier>

Because of this, what you see in the combat preview is "+1 Combat Strength for each City-State you are suzerain of." instead of "+{1_Amount} from City-States", which may potentially be showing you the wrong total.

I don't have any mod on to fix it, but it seems fine to me?
with just the Hoplite modifier from the Civic tree as +1, and +2. And then with another source of city state combat strength from a military cs, and 4 cs overall.
1743118297680.png
1743118635939.png
1743118375293.png
 
Is fleet commander weather gage still bugged? Seen it work once but lately in my games it didn’t work, so I stopped wasting promo points on it. Think it’s one of those “inconsistent” ones. Saw others mention it before but can’t recall exactly where, here or Reddit.
 
Ah I see interesting.. yeah this is where I’d really want to know the devs real intent because the consequence is huge IMO, like you said makes conquests so much faster. It would speed travel and more - Right now I really have to think about single every tile’s moveability during battles and if commanders have no restrictions whatsoever it’d be so much easier. I’m afraid it gives human even a bigger advantage vs AI though. Anyway, in the end anything the devs wanted I’ll live with of course..

Yeah it could definitely be something where they changed their mind at the end but they forgot to change the description...at least I would change the description of the ability in this case, maybe it's better
Also some of the civic ones are just weird anyways like they were thrown at a wall to see what stuck. Fascism one grants prod in towns, and the other grants gold in towns. But Prod = gold in towns...
This is definitely another example of this. Also in the town specialization there's a specialization that gives "more production", which has no sense because it's immediately converted as gold so it would be easier to understand if immediatly reported as a gold bonus and not production bonus. I'm almost completely sure these "UI strangeness" are the consequence of a change in the game at the last minute. Probably in the first version of the game town could boost production to cities (as they do with food) but then they decided it was too powerful and switched to gold.


I don't have any mod on to fix it, but it seems fine to me?
with just the Hoplite modifier from the Civic tree as +1, and +2. And then with another source of city state combat strength from a military cs, and 4 cs overall.
View attachment 727185View attachment 727187View attachment 727186

Mmmh definitely seem fine here, I didn't try it by myself
Is fleet commander weather gage still bugged? Seen it work once but lately in my games it didn’t work, so I stopped wasting promo points on it. Think it’s one of those “inconsistent” ones. Saw others mention it before but can’t recall exactly where, here or Reddit.

It's been bugged for a lot of time to land commander and I'm not even sure it's 100% fixed now, so definitely likely...I've never tried it on ships at the moment anyway.


Unluckily until Monday I won't be able to touch Civ again (I won't be home, and probably on Monday I will be busy anyway), but then I'll try to do some "reasearches" on these things.

Thanks again to all for your help!
 
Is fleet commander weather gage still bugged? Seen it work once but lately in my games it didn’t work, so I stopped wasting promo points on it. Think it’s one of those “inconsistent” ones. Saw others mention it before but can’t recall exactly where, here or Reddit.
It’s definitely the same bug as the Initiative one, both use the same modifier under the hood.

Very unfixable from our end, and probably a bit obnoxious to fix on Firaxis’ end. I haven’t seen it for awhile, but I don’t think they could fix it without doing some changes to the underlying game engine, which has a longer lead time (and we know hasn’t changed from the patch diff)
 
I don't have any mod on to fix it, but it seems fine to me?
with just the Hoplite modifier from the Civic tree as +1, and +2. And then with another source of city state combat strength from a military cs, and 4 cs overall.
View attachment 727185View attachment 727187View attachment 727186
You are right, it shows the correct total, I should have verified that first. However, and this is minor to be sure, it is showing wrong text as I said because of the missing string I mentioned. It shows the full text instead of the truncated version (notice how much longer it is than all the other modifiers).
1.png
 
You are right, it shows the correct total, I should have verified that first. However, and this is minor to be sure, it is showing wrong text as I said because of the missing string I mentioned. It shows the full text instead of the truncated version (notice how much longer it is than all the other modifiers).
View attachment 727269
hmm true, but think it might be outside of the scope of this mod. This should be for obvious fixes, rather than polish.
 
1743193974641.png

Been noticing that this event gets triggered on reloading into a game, anyone else? if so, i'll look into it.
 
About extended version:
I think hotfixes without version number changes should not be done. I mean Leiomano fix. At least if we want that modmanager works well.

Seems that somehow I have to update it manually all the time as modmanager uses the old version and even replaces the manual update for some reason time to time.

Edition: Ah. It is not propably that. But conflict with some other mod again. Something to do with load order as previously also?
For this mornings (CET time) I think I updated mods Et Cetera, autorepair and TCS tooltips. Any case installing this mod now again bring "Leiomano issue" back.

XML:
[2025-03-29 07:19:54]    [gameplay] ERROR: UNIQUE constraint failed: Requirements.RequirementId
[2025-03-29 07:19:54]    [gameplay] ERROR: UNIQUE constraint failed: Requirements.RequirementId
[2025-03-29 07:19:54]    [localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
[2025-03-29 07:19:54]    [localization]: While executing - 'insert into EnglishText('Tag', 'Text') values ('LOC_UNIT_LEIOMANO_DESCRIPTION_ALT', 'Tier 1 Hawaiian Unique Infantry Unit. +3 Combat Strength against Infantry and Cavalry Units.');'
[2025-03-29 07:19:54]    [localization]: In XMLSerializer while inserting row into table insert into EnglishText('Tag', 'Text') with  values (LOC_UNIT_LEIOMANO_DESCRIPTION_ALT, Tier 1 Hawaiian Unique Infantry Unit. +3 Combat Strength against Infantry and Cavalry Units., ).
[2025-03-29 07:19:54]    [localization]: In XMLSerializer while updating table EnglishText from file loc.xml.
[2025-03-29 07:19:54]    [localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
 
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Someone on Reddit posted that adding a Chinese wall tile actually reduces the growth threshold, thus making it uniquely great. The notorious youtuber "onemoreturn" apparently claims this is an exploit.

I'm not discussing this there, because false claims with big opinions will be routinely upvoted there, while attempts to get to the truth of things are often ignored - at best.


But I tried this in a save game with the Ming Wall and there is some wonkiness with population numbers for sure (they sometimes stay down after completing the wall, but not always). And the count gets inconsistent, i.e. the number of rural and urban tiles doesn't add up to the "pop" number on the city banner (there isn't really a "pop number" anymore in Civ7, of course.)

But the actual "food needed to throw population" limit didn't go down at all (see gallery) - so I'm not sure it's even worth trying to fix it?

Did someone investigate this already?

Screenshot 2025-03-31 160239.pngScreenshot 2025-03-31 160331.pngScreenshot 2025-03-31 160356.png
 
Someone on Reddit posted that adding a Chinese wall tile actually reduces the growth threshold, thus making it uniquely great. The notorious youtuber "onemoreturn" apparently claims this is an exploit.

I'm not discussing this there, because false claims with big opinions will be routinely upvoted there, while attempts to get to the truth of things are often ignored - at best.


But I tried this in a save game with the Ming Wall and there is some wonkiness with population numbers for sure (they sometimes stay down after completing the wall, but not always). And the count gets inconsistent, i.e. the number of rural and urban tiles doesn't add up to the "pop" number on the city banner (there isn't really a "pop number" anymore in Civ7, of course.)

But the actual "food needed to throw population" limit didn't go down at all (see gallery) - so I'm not sure it's even worth trying to fix it?

Did someone investigate this already?

View attachment 727756View attachment 727754View attachment 727755
Yes if you scroll up I posted in detail before, let me search. Been a known bug since day 1

https://forums.civfanatics.com/threads/community-bugfix-mod.695898/post-16803613
 
In official 2k bug tracker as well although it’s worded weird but I believe it’s the same thing
 

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