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Having Isabella as the leader of Spain and removing the “Reconquista” name seems a mistake.

On the rationale of the change it says: "Without the reference to the Spanish Inquisition, the name Reconquista is not suitable. The rest of the kit is more focused on the Conquista and overseas empire".

What Isabella did with the Reconquista was exactly that, Conquista. Even without the free inquisitor the name fits well with the gold and faith gain on tiles and with the "newly founded cities adopt the majority religion of your capital". Reconquista is about conquering and gaining land. The Spanish Inquisition happen after that conquering (if the name of the ability was Spanish Inquisition it would make sense to change it, but Reconquista is not Inquisition, they are two different things).

And now the Conquistador doesnt have the overseas restriction, so there is nothing in the kit supporting the overseas empire reasoning (apart from the naval purchase with faith which was already there)

Also, Plus ultra is cool as a motto but Reconquista, is a much common known and important historical event.
 
Already submitted an issue on Github, it seems the reworked Fealty policy is not working correctly for Internal trade routes (Historic event on completion)
 
Version 4.9.1 has been released. Link in OP has been updated.

Changelog:
Code:
- Fixed a crash
- Fixed multiplayer desync with Squads variables (they shouldn't be synced)
- Fixed multiplayer desync in the number of unimproved resources
- Fixed new Historic Event from Divine Right (Fealty) not working
- Fixed AI offering free money AND an embassy to all players in exchange for their embassy
- Fixed replacement spies not being able to move until the game is reloaded
- Fixed a longstanding tactical AI simulator bug
- Minor UI bugfix with AI opinion table (backstab timer)
- Minor performance optimization
- Code cleanup

Online as of 11:06 AM CDT. Savegame compatible with 4.9 versions, although the Fealty policy will still not function in saved games if it was previously adopted.
 
Playing a game as Austria with many city state allies and noticed the chancery doesn't work; I have about two dozen city state allies and yet deleting the chancery in a city has no effect on its production. Another yield on city state ally building (Atash) also doesn't work. I'm playing with a lot of modmods though so it could be one of them. Anyone else have this issue?
 
Playing a game as Austria with many city state allies and noticed the chancery doesn't work; I have about two dozen city state allies and yet deleting the chancery in a city has no effect on its production. Another yield on city state ally building (Atash) also doesn't work. I'm playing with a lot of modmods though so it could be one of them. Anyone else have this issue?
I'm on 4.9 with 4UC, and it's the same for me. This explains why I felt so behind in production as a heavily diplomatic Netherlands...I'm wasting time building Chanceries that aren't doing anything!

Edit: Also, I have no modmods besides 4UC.
 
The table exists in VP, and I can't find anything wrong in 4UC either. Any other mods?
 
4.9.1 an insane trade chieftain/standard/standard speed

Spoiler trade1 :
1719047393919.png


edit i dont need it yet either as ive got no requirements for it and neither do they and i dont think they know it exists yet as ive only researched it 10 turns ago and im way ahead on science (9 techs ahead) seems bizarre the ai would want it !
 
had another ctd, Invalid_Pointer_Write in the bugcheck analysis can reproduce wrote up on github

*edit* I've managed to get around it, this time i didn't 'bulb' the scientist until after I selected the tech ive selected a tech further along the tree then 'bulb' the scientist,
 
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I have been pretty unimpressed with Auto-Explore this patch. Scouts seem almost afraid of crossing mountains. Probably means the AI is also scouting worse with these reworked promotions.
 
Currently on 4.9 (no modmods) but haven't seen this brought up / didn't see this addressed in patchnotes. Playing as Poland went freedom took universal healthcare and my specialists seem to be producing quite a bit more food than what I assume is intended, at 19 food per specialist. This gives me 344 food per turn before modifiers as seen in second screenshot. It's also slightly scaled as 15 turns later (gaining a pop in every city each turn) to 23 food per specialist. First post, love the mod and the new patch.
 

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The most likely explanation is that each specialist gives one food to each specialist. Try to add/remove specialist slot to see if it, indeed, change food per specialist.
 
The most likely explanation is that each specialist gives one food to each specialist. Try to add/remove specialist slot to see if it, indeed, change food per specialist.
Did more messing around, the food per specialist changes per city or possibly per hospital owned. Would try to sell / delete a hospital to confirm which but can't figure out if I can since it is free. Food produced does not scale with any other thing I tried. (era, number of specialists assigned, number of total specialists slots, number of no unhappiness specialists, other growth buildings).

Edit: Fresh install, updated to 4.9.1 patch, and can confirm it is the number of hospitals the food scales with.
 

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Did more messing around, the food per specialist changes per city or possibly per hospital owned. Would try to sell / delete a hospital to confirm which but can't figure out if I can since it is free. Food produced does not scale with any other thing I tried. (era, number of specialists assigned, number of total specialists slots, number of no unhappiness specialists, other growth buildings).

Edit: Fresh install, updated to 4.9.1 patch, and can confirm it is the number of hospitals the food scales with.
HI, @BrassMastodon. If you have a savegame and logs, it would be great if you could upload them to Github

 
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