In my first game, I founded The Foxmen religion and built the Sylph Search. It moved itself around to each of my cities, which I assume is working as intended. In one way, this was nice as it gave me a culture pop in a new city before my monument was finished building.
Eventually though as I met new neighbors that I had a border with, it migrated over to their side and provided them with that nice +10 culture per turn against my border. Is that part "Working as Intended"?
I didn't realize my production use would be turned against me. ;(
Yes, it is intended for it to potential visit other civilizations. Tali and his followers have no respect for national boundaries.
I changed the code to make it more likely to stay in your cities, and to make mana in the city effect the chances (more Air making it more likely, more Earth less likely), but I'm thinking I may be making it more complicated and inefficient than is warranted.
I've noticed in a lot of my games that the Foxmen spreads quickly and becomes the most popular religion, which is not a great fit thematically for a rather marginal cult. I reduced its base spread rate, but I'm thinking having it move to new cities from which it can spread still makes it spread too fast even if the faith is removed from the wonder's old city when it moves to a city without the faith.
I'm thinking I may simplify it by making it only move to cities where the Foxmen already have a presence. Only letting it move to another city in the same empire would be simpler still. I'll consider it, but doubt I want to go that far.
I decided +10 culture per turn was way too much that early in the game. It only grants +2 now, plus additional commerces for every city in the world where the Foxmen religion is present.
Tried both fixes, neither worked fully in actually letting the turn load, but both (individually and together) did seem to let the turn process a bit more, so progress?
It could be that that code was running slow, but not relevant for your issue.
(Both fixes were just alternate ways to the same code from running, so it should not matter if you use either or both.)
In both logs the last thing listed is a Lizardman's delayed death from python. What is going on with Unit 5865476 at plot: 19, 13? Is it trying to cast a spell? Is some other unit near it casting a spell? What is its UNITAI?
If you cast abundance in a Kuriotate city, and then the caster leaves, the city loses access to the 3rd ring.
I think I've experienced a similar issue in cities with the City of a Thousand Slums, and that it fixes itself after a couple turns. Or maybe it was after reloading a saved game? I don't remember exactly.
I did a quick test with the Kuriotates and did not see the city radius correct itself, so to do so I just added these 3 lines of code in def onCityDoTurn(self, argsList):
Code:
if not pCity.isSettlement():
if pCity.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_KURIOTATES') or pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_CITY_OF_A_THOUSAND_SLUMS')) > 0 or pCity.getNumBuilding(gc.getInfoTypeForString('BUILDING_ABUNDANCE')) > 0:
pCity.setPlotRadius(3)
(I wish there was a python call that would be triggered when a building is removed, but since does not exist I had to resort to checking every city every turn and then setting the radius to 3 in python if it is a Kuriotate city that is not a settlement or if it has the City of a Thousand Slums or Abundance present in it.)
When I tested it I saw that strangely the city radius only seemed extended to a single tile of the 3rd ring for a couple turns, but then it all sorted itself out.
Do you have logs that go with this? I'd rather see if I can get a hint at the cause before rolling back my changes to be compatible with the save so I could test it myself.