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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.
Same. It was the number of hospitals not the number of specialists. It was around +25-30 for me (I went wide conquering as Alex). Which made for an awful lot of extra food.

Should be a local only change. It's doing the same thing as Statue of Liberty does with production only you can have dozens of hospitals. The local change to scientists/merchies/engineers works fine. Game was over before I got to the nuclear plant to make sure that worked as intended but it should basically do the same thing only with food. (I shall test if that works as a fix and report back).

Also can confirm the ally bonuses on chancery and wire service weren't working.
 
There is a bizarre behaviour in my game (epic speed) i'm not sure if it's intended or it's a bug that should be reported to github.
I was at war with Catherine who had a defensive pact with Almansur overseas; i made peace with Morroco and pushed against Russia till Morroco offered me a hefty 70ish GPT to make peace with Russia, i agreed as i went under 34% happiness and war weariness was going up.
Fastforward over 30 turns later and i still cannot DOW either Morroco or Russia (the usual peace treaties last around 20 turns) .... The deal history displays that this deal extends from turn 340 to 390!
Is this intentional? If i accept peace brokered by a third party it lasts for 50 turns?
 
Also can confirm the ally bonuses on chancery and wire service weren't working.
I always wondered if the "+20% construction speed for diplomatic units" works. I usually have a diplo city with all the diplo buildings and constructing a diplo unit there has (from memory recollection) never been truly faster than in pretty much any other (rather developed) city.
 
I always wondered if the "+20% construction speed for diplomatic units" works. I usually have a diplo city with all the diplo buildings and constructing a diplo unit there has (from memory recollection) never been truly faster than in pretty much any other (rather developed) city.
Check the amount of hammers (production) needed to produce a diplo-unit in that city and compare it to other cities.
 
There is a bizarre behaviour in my game (epic speed) i'm not sure if it's intended or it's a bug that should be reported to github.
I was at war with Catherine who had a defensive pact with Almansur overseas; i made peace with Morroco and pushed against Russia till Morroco offered me a hefty 70ish GPT to make peace with Russia, i agreed as i went under 34% happiness and war weariness was going up.
Fastforward over 30 turns later and i still cannot DOW either Morroco or Russia (the usual peace treaties last around 20 turns) .... The deal history displays that this deal extends from turn 340 to 390!
Is this intentional? If i accept peace brokered by a third party it lasts for 50 turns?
Does sound a bit strange that you cannot declare war on Morocco here. I would put in a github ticket asking if this is intended behaviour (it may well be)
 
Does sound a bit strange that you cannot declare war on Morocco here. I would put in a github ticket asking if this is intended behaviour (it may well be)
I cannot DOW Morroco because of the defensive pact signed with Russia, the main problem here is the deal i struck with Morroco
 
Version 4.10 has been released. Link in OP has been updated.

Changelog:
Code:
Observer Mode Improvements
- A built-in debug mode that has been reworked by axatin to be more accessible to both developers and non-developers
- Observer Mode can now be toggled on (in single player) by anyone without the use of FireTuner / the Civ 5 SDK
- Observer Mode is now split into two modes: Local Observer Mode and Global Observer Mode
- ilteroi readded functionality to allow the game to pause between players' turns using an external script (ask him for details)

  Global Observer Mode
  - Press Ctrl+Shift+O to enter Global Observer Mode
  - The AI will take control over your civ (using the AI difficulty level), and the turns of all players are processed automatically
  - The map is completely revealed and all cities' City Screens and current production become visible
  - If Quick Movement is turned off, the camera will switch to the capital of each player at the start of their turn
      If Quick Movement is turned on, the camera will remain stationary
  - If Quick Combat is turned off, the combat animations for all units on the map are shown
  - The top panel is shown for the player that's currently active (major civs only)
  - Likewise, the active major's tech tree and policy panel can be accessed from the top panel
  - Pressing Ctrl+Shift+O while in Global Observer Mode will give the human player control of the AI civilization whose turn is currently being processed

  Local Observer Mode
  - Press Ctrl+Shift+L to enter Local Observer Mode
  - The AI will take control over your civ (using the AI difficulty level), and the turns of all players are processed automatically
  - The world map, city banners, and top panel will continue to be shown from the perspective of the your original civ
  - Pressing Ctrl+Shift+L while in Local Observer Mode will give you back control over your civ (after the other AI players' turns have been processed)


Player Swapping
- Press Ctrl+Shift+P to switch to the next AI player (only works in single player); no longer requires IGE or FireTuner
- Can only be used when not in observer mode and when it's the turn of the civ you're playing
- The AI will take control over your civ
- You will take control over the AI civ next in the turn order


Bugfixes
- Free Missionaries or Inquisitors from buildings or policies will now start with the state religion, not the city's religious majority
    This fixes an issue where atheistic Missionaries could be created
    If there isn't a state religion, the city's religious majority will be used
    If there's also no city religious majority (which should never happen), the unit won't spawn
    They also won't spawn anymore if religion is turned off by RAS / Advanced Start
- Fixed Great Cothon adding a Harbor to inland cities
    Buildings that give a free building in all cities will now only do so in valid cities (checking terrain requirements)
- Fixed Hospital giving Food to Specialists in all cities instead of locally
- Fixed yields from Chanceries and such not being applied
- Fixed a crash in Global Observer Mode
- Fixed issues with new Great General citadel logic
- Fixed Influence incorrectly changing during City-State resurrection
- Fixed City-States giving default units of unused unit classes in modmods such as 4UC


Other
- Modified SpySecurityModifierPerXPop column implementation to be more versatile (base 360 instead of base 2)
- Very minor performance improvement

Known issues with/limitations of the new Observer Mode features:
  • The minimap is sometimes not shown correctly. Can't be fixed
  • Some UI screens, like espionage screen and military overview, don't display anything
  • Unrevealed resources are always shown in observer mode
  • A game saved in Local Observer Mode will be loaded as a game in Global Observer Mode
  • First turn on Global Observer Mode is always slow because of the capital settling animations, which aren't sped up by Quick Movement

Online as of 3:13 PM CDT. Not savegame compatible.
 
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That is awesome! OMG!

Imagine a huge war that you can't be arsed to micromanage and you have unit and production advantage. Then you just go Local Observer Mode and it's resolved for you.

Or you're winning the game by a huge margin, so you change to a struggling civ for some challenge.

And many more!
 
Fascinating addition! Player swapping will hopefully allow for other-player-turn crashes to be much more readily debugged/avoided by the casual player.

edit: don't forget to disable events :crazyeye:
 
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There is a bizarre behaviour in my game (epic speed) i'm not sure if it's intended or it's a bug that should be reported to github.
I was at war with Catherine who had a defensive pact with Almansur overseas; i made peace with Morroco and pushed against Russia till Morroco offered me a hefty 70ish GPT to make peace with Russia, i agreed as i went under 34% happiness and war weariness was going up.
Fastforward over 30 turns later and i still cannot DOW either Morroco or Russia (the usual peace treaties last around 20 turns) .... The deal history displays that this deal extends from turn 340 to 390!
Is this intentional? If i accept peace brokered by a third party it lasts for 50 turns?
I think I have something related, had to use IGE because couldn't dow arabia for dozens of turns, supposedly a peace treaty prevented that.
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ps. Thanks for the change to missionaries in new patch :)



EDIT: just posted on github about my issue with peace treaty and dow on arabia. Also mentioned the victory count for domination being wrong, which is on the same game. Hope I didn't miss anything.
 
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Does observer mode include CS turns? I assume not, but taking place of a CS could be fun.
 
I think I have something related, had to use IGE because couldn't dow arabia for dozens of turns, supposedly a peace treaty prevented that.
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ps. Thanks for the change to missionaries in new patch :)



EDIT: just posted on github about my issue with peace treaty and dow on arabia. Also mentioned the victory count for domination being wrong, which is on the same game. Hope I didn't miss anything.
I found this on Github,pretty much the exact same issue i encountered.
 
What a lovely addition. Thank you for the observer mode. I tried it last night and it revealed some truly bizzare AI behaviour (Milae's map, 8 Civs, 16 CS). Indonesia spawned on a small island, founded a city and went progress. Around this island were smaller islands (like 2-3 tiles in size) totally fine for expanding. He built a settler ... but never used it and kept it in his capital (he could've sailed in shallow waters to a nearby continent, but didn't do that, either). He also built 3 workers but only improved 4 tiles in 116 turns and kept them in the capital most of the time, too.
Maybe other people will be able to see similar stuff now. I didn't expect something like this.

Aside from that the observer mode ran smoothly and fine for me. It took some time for the first turn but then it got going nicely.
 
Aside from that the observer mode ran smoothly and fine for me. It took some time for the first turn but then it got going nicely.
First turn on Global Observer Mode is always slow because of the capital settling animations, which aren't sped up by Quick Movement.

Local Observer Mode is faster on the first turn because you won't have the other capitals visible, so their animations won't play.
 
I can't send a github thing but Carthage UA still not scaling with era in 4.9.1 :) I can send files should someone want details

Fun stuff, it's scaling too well in my 4.10 game right now: from 100/25 in ancient/classical to 400/100 in Medieval (it should be 200/50). Reporting.
civbugdido2.png



Edit: are you sure you're in Medieval or later era and not in classical still? Because in classical there is no expected scaling for anything, that's normal.
 
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