[GEM 1.13.4/CivUP 2.5.2] Couple of bugs/clarifications

grrnonameleft

Chieftain
Joined
Feb 4, 2013
Messages
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Sorry, I did not save any logs, I only read the guide just now.

My only game (in progress) in 1.13.4 is with Attila on Deity. The following struck me as likely bugs:

- Puppet yields:
Science: tooltip shows three modifiers: 2x -100%, 1x -25%, end result is no science output at all(wiki claims -25% is the correct mod)
Other yields show two -25% in the tooltip, but numbers indicate only one is applied

- Occupied cities have no yield penalty applied

- Unhappiness seems wonky.
According to economic overview:
3 normal cities produce 9.6 unhappiness ( tooltip claims 3 per city, with 20% reduction due to map size, should be 8.4 instead)
2 occupied cities produce 8 unhappiness ( tooltip claims 5 per city, 20% reduction, seems correct)
12 population in occupied cities produce 12 unhappiness ( tooltip claims 1.34 per pop )
City breakdown has 0.2 unhappiness unaccounted for ( the city with courthouse should have it )

- Diplomacy screen shows much smaller GPT for my empire, current turn has -69 vs -42

- Production penalty doesn't show up in tooltip and correct production is only shown after selecting a military unit for production twice.

- Economic development of AI was much worse than in 1.13.1 on Immortal: none of the AIs up to turn 70 had more than one or two tiles improved. No city state had workers or tile improvements.

- Getting a Pantheon is _ridiculously_ hard, even with Shrine bought at turn 12 and a later Stonehenge I barely got one before the first Religion was enhanced. (not really a bug, but seems excessive)

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Some possible bugs I recall from games in 1.13.1:
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- City state mission to kill units of attacking player got autocompleted every time it was issued at some later turn, maybe kills from barbarians count?

-Khan healed one unit more than others (2 Vanguard with Survivalist adjacent to Khan, one got +50hp, one +39hp, without Khan both healed +35)

- City state mission to kill units of attacking AI got completed without my intervention several times. Maybe kills from barbarians count?

- Piety opener gave +2 Faith per Shrine. Faith tooltip with one Shrine indicates 2 from Building, 1 from Policy

- Reliquary apparently did not work at all. Tried with bulbing GS, settling GE, and Golden Age with everyone else.

- Faith cost for Great People increases only for the specific type of GP bought. I don't remember if it's the same in the unmodded game, but the amount of GP I got from religion alone(by buying the opener of multiple policy branches) seemed ... excessive, even without Reliquary working. Perhaps it should be Prophet/Non-Prophet cost?

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Some thoughts on balance:

Gold, units, and culture from Barbs/camps seemed excessive. With the Scourge of God provided army I accumulated more than 4000 gold in the first 100 turns while buying every building in my capital (and wiping out 3 AIs), with a constant -30 to -50gpt due to high unit maintenance. The wiping out AIs is probably due to their stunted economy, though.

Also, while the starting Horse Archer is a real monster, I never built others: by the time I had the tech, I was swimming in Hunters, Poachers, Pillagers and others. Seems a bit sad for a UU.

Hunters cost only 15g to upgrade to Horsemen, compared to 65g for the Horse Archer.
In unrelated news, hi gang! /waves
 
Hi. :)

Tooltip on per city happiness is wrong. It's supposed to be 4 for normal cities and 5 for occupied, 1 per pop. The displayed amounts should be correct however even if the tip is off.

Diplomacy screen doesn't include a per-player GPT that's not tradeable, but that would only explain -11 or so (maybe some multipliers would be involved, but not enough to get to over 20 GPT)

I haven't seen poor AI worker development in my games but it has been a common complaint.

I have seen pantheons being more competitive. I think there's a good chance the AI's are getting some free faith points somewhere. It does make conquering or allying with faith CS a little more useful.

Shrine bonuses seem bugged all over. +1 faith from piety and +3 food belief at least aren't working correctly.
 
Playing Emperor on standard speed, i found that improvements were much more difficult to make. Roads took 5 turns and mines 8 or so.
I wrote elsewhere that worker speed could be improved and that
city-states did not connect resources until turn 90 at the earliest.
Once these were connected the AI would steal most of them by turn 170 with great generals' star forts.

I didn't have any problems starting a pantheon, but I was earning 2/turn as the celts from the start.
 
AI gets a worker speed bonus, so it should be hooking up its own resources okay.

CS worker delay on working resources might be related to the unit spam they do at the beginning of games.
 
But shouldn't there be 1.34 :c5angry:/:c5citizen: in occupied cities, as stated in the wiki and Thalassicus post?

Otherwise, a courthouse only adds one happiness (and the warm fuzzy feeling of not being a tyrant).
 
It's not set as 1.34 in the files. If that's the error instead, then that's one issue. It's been set at 1 for a while, months at least. I think it was changed at some point along the line during the GEM process so that post may be outdated, but I couldn't point you to when it was changed.

I find it tends to add around 2 happiness rather than 1 on that point. I don't know if it also changes the status of citizens for the unhappiness reducing effects in the liberty tree/forbidden palace. That would also be helpful.

The courthouse should also be changing yields from puppetted/annexed cities with penalties to culture/science, etc. I'd be fine with a modest happiness issue but a severe yields issue as well that the courthouse helps overturn to make the city more productive and integrated. I believe this change is slated to be back in place with a dummy building lowering annexed city yields too but the happiness issue is worth questioning.
 
Hmm, I see. I changed it temporarily in my local files, until the dummy is in. This way I have to choose between continuing my conquest spree and reintegrating the new cities.

I also restarted with the huns, and this time the gold from barbarians was a lot more modest. I think in the first game, a combination of lucky accessible terrain on my continent and cramped living quarters in the rest of the world joined hands to give my (three) cleaning squads an average of 1 barb camps per 3 turns each.
 
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