rahorvat
Warlord
This thread is intended as a guide and a list of a known bugs in original DOS Civilization 1 (from year 1991) (that have not been fixed by a latest game version 475.05) and that should/can be fixed in OpenCiv1.
Don't let this thread mislead you regarding the playability of the game. Most of these bugs, or annoyances, are minor, and most of the time game functions normally. Like @Lord_Hill said: "It's funny rereading this thread. You'd think the game barely starts and is almost unplayable, when in fact most of this stuff isn't particularly bothersome at all!"
Majority of the serious bugs are due to stack and/or memory corruption because of an unchecked Array indexes and pointers (The original C compiler is so old that it didn't have any Array index checks). The OpenCiv1 project aims to correct these as well simply because most of the stuff is built into C# language by default.
What constitutes a Bug? The bug is a behavior that crashes the game, is not intended or is in a disagreement with the official Manual. From Wikipedia: "A software bug is an error, flaw or fault in the design, development, or operation of computer software that causes it to produce an incorrect or unexpected result, or to behave in unintended ways."
Bug report Template (please no abbreviation(s) or lengthy explanations, please be as concise and clear as possible):
- Description: (Brief description of the bug)
- Wrong behavior: (What is the unintended behavior that the bug causes?)
- Correct behavior: (What should be the correct behavior?)
- Reference(s), Link(s) or brief explanation: (Reference(s) to an original manual or a Link(s) to a discussion that clearly marks this as a bug)
- Fix: (Yes / No / Maybe, and/or a brief explanation why)
You can attach a screenshot if that will help to explain the bug.
Don't let this thread mislead you regarding the playability of the game. Most of these bugs, or annoyances, are minor, and most of the time game functions normally. Like @Lord_Hill said: "It's funny rereading this thread. You'd think the game barely starts and is almost unplayable, when in fact most of this stuff isn't particularly bothersome at all!"
Majority of the serious bugs are due to stack and/or memory corruption because of an unchecked Array indexes and pointers (The original C compiler is so old that it didn't have any Array index checks). The OpenCiv1 project aims to correct these as well simply because most of the stuff is built into C# language by default.
What constitutes a Bug? The bug is a behavior that crashes the game, is not intended or is in a disagreement with the official Manual. From Wikipedia: "A software bug is an error, flaw or fault in the design, development, or operation of computer software that causes it to produce an incorrect or unexpected result, or to behave in unintended ways."
Description | Wrong behavior | Correct behavior | Reference(s), Link(s) or explanation | Fix? |
Settler improvement | Settler (when reactivated) can finish improvement that requires multiple turns in one turn | Settler should require multiple turns to finish the multiple turn improvement | If settler is not reactivated it takes exact number of turns to complete improvement | Yes (This clearly should be a cheat and not a default behavior) |
Settler building improvement | Settler build the improvement by themselves (one at a time) | Settler built improvements should/could be partially built and or built faster with multiple settlers working on the same task | - | Maybe (Needed further discussion, if this feature doesn't change the rules of the game that much) |
Copernicus observatory Wonder | The effect of Copernicus observatory Wonder never stops | The effect of Copernicus observatory Wonder stops after the discovery of Automobile | The DOS Civilization manual on page 84 clearly states that the effect of Copernicus Observatory Wonder should stop after the discovery of automobile | Yes (Official manual clearly documents the correct behavior) |
SETI Program Wonder | After completion of SETI Program Wonder the knowledge generated by the cities does not reflect the 50% increase | SETI Program Wonder increases the knowledge generated by your cities by 50% | The DOS Civilization manual on page 87 clearly states increase in knowledge generated by the cities | Yes (Official manual clearly documents the correct behavior) |
Sentried unit regains turns | If you move a unit into a city and sentry it before all of its moves are used up, un-sentrying the unit will restore all of its moves on the same turn. | Sentrying a unit in a city should not change the number of moves a unit has left in a turn. | Official Manual | Yes (According to official manual) |
Settler can build Roads/Railroads on ocean | If you use a settler build road/railroad command on an ocean square whilst in a sea transport unit, nearby cities receive the trade bonus as if a land square has road/railroad. | Roads or railroads can't be built on ocean | Official Manual | Yes |
Score screen / Arctic anomaly | When too many wonder pictures are displayed on the F9 score screen, an overflow occurs causing the top tiles of the map to change and become corrupted. This can lead to tiles with illegal yields or cause the game to crash completely. | Viewing the score screen has no impact on game regardless of the number of wonders constructed |
Arctic AnomalyThis is when you get this kind of stuff: EDIT: This is how the anomaly appears on the "see again your game" screen (I customized the civs colors) :) Already partly discussed here, its origin seems quite mysterious, although it may be elucidated now. For a while I thought it was...
forums.civfanatics.com
Arctic AnomalyThis is when you get this kind of stuff: EDIT: This is how the anomaly appears on the "see again your game" screen (I customized the civs colors) :) Already partly discussed here, its origin seems quite mysterious, although it may be elucidated now. For a while I thought it was...
forums.civfanatics.com
| Yes |
Arctic anomaly | If you found a city on any tile in the last two or first two vertical columns on the map, this can also trigger corruption on the top tiles leading to crashes and strange behavior. This can only occur on the Earth map or custom maps which have land tiles in these columns | Founding your city on any legal tile has no impact on the game |
Interesting bug allows super sized citiesHello everyone! I always wondered if and how you can get a city larger than the known limit of 63. Well, when generating the map I got a - at least for me - special situation. At the top of the map, several fields were generated at the "end of the world". Some of them seem special. When I...
forums.civfanatics.com
| Yes |
Pollution bug | At a certain point late in the game after many future techs have been discovered (the exact point is dependent on difficulty level and other factors), pollution will be generated at a massively increased rate | Pollution is generated based on the standard ruleset regardless of the in game date |
Pollution bug <- NAILEDAlthough I never put it at the center of my focus, stories about the "pollution bug" have been kept roaming at the back of my mind ever since I became active on those forums, and read people mentioning it here and there. Being more or less done with the City Process routine (I'm not done yet...
forums.civfanatics.com
| Yes |
Advisor bug | If you have advisors enabled and the domestic and military advisors run out of suggestions (because you've built everything) the game will crash | The game should continue after the advisors have no more advice |
Section A: General Information - CivFanaticsCiv1 FAQ: General Information How can I tell which version of Civ I have? Which is the best version of Civ? What is the Advisory Bug? What is the Undefended City Bug? What is the Civ score Bug? What is the Bomber Bug? What is the Date Line Bug? What is the Ghost Civilization Bug?
www.civfanatics.com
| Yes |
City improvement bug | If you have a large city with many techs discovered but few buildings already constructed, the list of buildings/wonders in the city screen isn't large enough to contain all the options and breaks. If you click 'more' in this state you will get a blank menu and be unable to build anything | The game should be able to handle a list of all possible build options in the city screen |
Hi tech city Improvement glitchHi everyone. I haven't been here in awhile, since its been at least 3 years since I've had a pc. Now that I do, I got back into Civ 1 (for DOS) a little. What's annoying me is when I reach a high technology level, I can't build city upgrades in cities without a lot of pre-existing upgrades. The...
forums.civfanatics.com
| Yes |
Great library destruction | If you allow land barbarians to destroy a city containing the great library wonder, this causes strange side effects (including a pollution bug and corrupt tech tree) and eventually crashes | The game should allow a city with a great library to be destroyed |
Great Library destructionHave any of you destroyed the Great Library before it expires? I did just that the other day, and then something strange happened. First I got this message. Apparently the barbarians get the destroyed wonders. After getting the great library the barbarians established their own...
forums.civfanatics.com
Barbarian Great Library bug: investigationProbably many of you know that when the Great Library is destroyed (or captured by Barbarians) game goes crazy in various ways. It can crash randomly, it writes some (it seems) random data at (it seems) some random places. Why? At the first glance, we can see that game checks only that city of...
forums.civfanatics.com
| Yes |
Map wrap movement (go to) bug | The go to routine (both for the player and AI movement) does not properly handle map wrapping. An AI ship can get stranded in an infinite loop trying to cross the vertical line of tiles where the map wraps | The game should take into account horizontal wrapping when calculating go to routes |
Fortification and sentry bug concerning AI in civ 1 ?There might be some kind of fortification bug in civilization 1, where the AI cannot attack fortified units. I noticed such a case with a musketeer on a mountain. Only after unfortifieing and refortifieing could the AI attack it. If true then this could explain why the AI sends and stacks so...
forums.civfanatics.com
| Yes |
Diplomacy, paying for a War | If you successfully bribe an AI into declaring war on another civ, they will never actually do it. | Bribing an AI to declare war should cause them to actually declare war. | Official manual,
Pay for declaration of warI take advantage of the fact that this forum has many experts in this game to ask about the subject matter of the title of this post. The fact is that no matter how many times you pay a civilization and in the text of the conversation it says that they have declared war on another civilization...
forums.civfanatics.com
| Yes |
Graphic crash when trading for invention | If you receive invention via a trade rather than discovering it yourself, the routine to switch the 'ancient' government picture with the 'modern' one does not run properly and diplomacy graphics is corrupted. | Trading for invention should have no impact on diplomacy graphics. |
An interesting bug.Playing a game of Civ fooling around, it occurred to me to give technology to the Egyptians so that they could defend themselves from other civilizations. When I exchange 4 or 5 technologies the diplomacy screen changes and the following appears: I was totally unaware of this bug, and in...
forums.civfanatics.com
| Yes |
Bomber runs out of fuel after one turn if clicked | If you click on a bomber and attempt to reactivate it after its first turn is over (but before the next turn) it will immediately 'run out of fuel' and be destroyed | Clicking on a bomber should not destroy it |
Section A: General Information - CivFanaticsCiv1 FAQ: General Information How can I tell which version of Civ I have? Which is the best version of Civ? What is the Advisory Bug? What is the Undefended City Bug? What is the Civ score Bug? What is the Bomber Bug? What is the Date Line Bug? What is the Ghost Civilization Bug?
www.civfanatics.com
| Yes |
Go To function | The Go To function is poorly implemented with numerous bugs not honoring the movement rate properly. | Go To should choose the fastest route considering the terrain, roads and railroads in the movement of the unit. | Numerous sources | Yes |
Settlers | The work of the multiple settlers with same task on a single square is not cumulative. | The multiple settlers working on a same task should finish the work more faster. | Numerous sources | Yes |
City neighborhood | The neighborhood screen doesn't properly update/show squares with invisible enemy units. | The occupied squares, even ones with invisible enemy unit should be clearly marked with a red rectangle. | Numerous sources | Yes |
Switching production from cheap one to a more costly one without any penalty | There are numerous ways to exploit this. Wonders, buildings and units have different shield cost and that is easily exploitable. | There should be some penalty for changing the production queue. It also makes sense if you refit your production queue from, for example, Settler to Cathedral there should be some penalty for changing the production queue. | Numerous sources | Yes |
Unit sentry bug | When some units are in sentry mode, there are multiple exploits to get additional or unlimited moves. | Two passenger-carrying ships can travel the world (triremes still have to be careful). One ship moves until it has one movement point, then sentries. It's partner then moves into the same square and wakes it up with an Unload command. The ships then swap roles. The second ship moves on and sentries, the first ship wakes it up. Repeat. The same ships can similarly escort a battleship anywhere it may be needed. | Numerous sources | Yes |
Bug report Template (please no abbreviation(s) or lengthy explanations, please be as concise and clear as possible):
- Description: (Brief description of the bug)
- Wrong behavior: (What is the unintended behavior that the bug causes?)
- Correct behavior: (What should be the correct behavior?)
- Reference(s), Link(s) or brief explanation: (Reference(s) to an original manual or a Link(s) to a discussion that clearly marks this as a bug)
- Fix: (Yes / No / Maybe, and/or a brief explanation why)
You can attach a screenshot if that will help to explain the bug.
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