New Beta Version - April 20th (4-20)

Status
Not open for further replies.
thanks for the help but I've solved the problem, this version is incompatible with some mod I was using, I do not know exactly which one, because I use several small mods like free worker and such, I just deactivated all of them and now everything is alright
would u give me a list of your several small mods

even if I don't know the case, it's something I can reference
 
thanks for the help but I've solved the problem, this version is incompatible with some mod I was using, I do not know exactly which one, because I use several small mods like free worker and such, I just deactivated all of them and now everything is alright

Have you figure out which one? I am having the same problem, this is my active mod list:
Spoiler :

(1) Community Patch (v89)
(2) Community Balance Overhaul (v13)
(3) City-State Diplomacy Mod for CBP (v27)
(4) C4DF - CBP (v11)
(5) More Luxuries - CBO Edition (5-14b) (v155)
(6a) Community Balance Overhaul - Compatibility Files (EUI) (v1)
(7a) Promotion Icons for VP (v1)
(7b) UI - Promotion Tree for VP (v20)
(9) Wonders Expanded (v2)
More Unique Components for VP (v43)
Promotion Overhaul for VP (v14)
List Enhancements for VP (v5)
Trade Opportunities for VP (v8)
Wonder Planner for VP (v4)
Change VP Options (v2)
Calypso's Colored Religious Icons (Basic) (v4)
Civic and Reform (v10)
Community Patch Mod Compatibility (v17)
Enlightenment Era (Vox Populi) (v1)
Global - No Followup From Cities (v4)
InfoAddict (v22)
Promotion Flags EUI (v1)
Promotion Icons for (9) Wonders Expanded (v1)
Promotion Icons for VPEE (v1)
Quick Turns (v10)
Really Advanced Setup (v15)
TreeGrowth (VP) (v2)
UI - Destination (v4)
UI - Filters in Trade Route Overview (Vox Populi) (v1)
UI - Improved City View (Vox Populi) (v11)
UI - Small Resource Icons (v4)
UI - Summary Clock (v11)
Unique City-States (v6)
Word Congress Reformation (v6)


I will do more testing and get back.
 
Writers Guild isn't reducing urbanization unhappiness for me, both with my usual pack of mods and only with Vox Populi and IGE for testing.
Is a local problem or it's happening globally so I can submit at Github?
 
Have you figure out which one? I am having the same problem, this is my active mod list:
Spoiler :

(1) Community Patch (v89)
(2) Community Balance Overhaul (v13)
(3) City-State Diplomacy Mod for CBP (v27)
(4) C4DF - CBP (v11)
(5) More Luxuries - CBO Edition (5-14b) (v155)
(6a) Community Balance Overhaul - Compatibility Files (EUI) (v1)
(7a) Promotion Icons for VP (v1)
(7b) UI - Promotion Tree for VP (v20)
(9) Wonders Expanded (v2)
More Unique Components for VP (v43)
Promotion Overhaul for VP (v14)
List Enhancements for VP (v5)
Trade Opportunities for VP (v8)
Wonder Planner for VP (v4)
Change VP Options (v2)
Calypso's Colored Religious Icons (Basic) (v4)
Civic and Reform (v10)
Community Patch Mod Compatibility (v17)
Enlightenment Era (Vox Populi) (v1)
Global - No Followup From Cities (v4)
InfoAddict (v22)
Promotion Flags EUI (v1)
Promotion Icons for (9) Wonders Expanded (v1)
Promotion Icons for VPEE (v1)
Quick Turns (v10)
Really Advanced Setup (v15)
TreeGrowth (VP) (v2)
UI - Destination (v4)
UI - Filters in Trade Route Overview (Vox Populi) (v1)
UI - Improved City View (Vox Populi) (v11)
UI - Small Resource Icons (v4)
UI - Summary Clock (v11)
Unique City-States (v6)
Word Congress Reformation (v6)


I will do more testing and get back.

I created an account just to say that I have the same growth issue and it has nothing to do with 3rd party mods because I have none installed. It just doesn't seem to happen every time so I think even if the bug affects you, you could get lucky and not encounter it during a game. For me it happened in my first game immediately after founding my capital (had -65k food), and in my second game it happened suddenly to two of my cities on turn 200+ (but I think it had happened to Russia earlier in that game because their capital never grew past 3 population). By the way, that second time it sometimes overflowed from -2 million or something negative food to some hundreds of thousands of positive food.
 
I created an account just to say that I have the same growth issue and it has nothing to do with 3rd party mods because I have none installed. It just doesn't seem to happen every time so I think even if the bug affects you, you could get lucky and not encounter it during a game. For me it happened in my first game immediately after founding my capital (had -65k food), and in my second game it happened suddenly to two of my cities on turn 200+ (but I think it had happened to Russia earlier in that game because their capital never grew past 3 population). By the way, that second time it sometimes overflowed from -2 million or something negative food to some hundreds of thousands of positive food.
Do you have the save game from when you encounter the bug? Since you play without mods, I can easily load it up and debug it.

I've touched the citizen food consumption part of the DLL recently, so perhaps something went wrong there.
 
Side remark: I looked up
Global - No Followup From Cities (v4)
since I didn't know it, and you don't need it with VP - it's already included.
 
I have two bugs, first with food in turn1, second: in turn 94 I noticed that city starved cause my citizens eat 3 food each(non specialists!)
Later will create github issue with saves and screens.
 
For plants, the exclusivity is part one of a rethink on what those buildings are supposed to do. So think! ;)

G

Is the documentation for these buildings currently accurate?

Why do they need a rethink? Surely the only logical purpose is a production boost.

As for exclusivity, why bother? coal plants are already not included.

If there is a concern that cities will have too much production you could have the second most valuable plant only produce 50% of its potential and the third produce 25% etc. That will discourage building multiple plants in one city, with no need for exclusivity.
 
Is the documentation for these buildings currently accurate?

Why do they need a rethink? Surely the only logical purpose is a production boost.

As for exclusivity, why bother? coal plants are already not included.

If there is a concern that cities will have too much production you could have the second most valuable plant only produce 50% of its potential and the third produce 25% etc. That will discourage building multiple plants in one city, with no need for exclusivity.

Because, if they’re production only, they either need to be insanely powerful to recoup investment or they're worthless. And allowing them to stack at that power trivializes late game production.

G
 
Playing the new patch as Spain (I want to keep pushing on the high early growth to see how the system handles it). As of Turn 136, happiness is in what I consider a solid place.

I have 7 cities and I've had to pay the happiness piper, but in a good way. The thing is that the Global Penalty hurts, but it REALLY hurts when you lay that on top of local penalties. Its quite easy to have a -45% growth, and -30% military production, and at that point in the game that is hard to ignore.

Funny enough I am finding the new system simplier yet more engaging at the same time. There are two levers now, Global and Local, but I find them very concrete and easy to understand. In some ways Global is my expansion indicator, if I can get it high enough I get to expand again (at least as Spain where I want to go wide).

Meanwhile, I play the local city minigame. Right now for example I have 80% global happiness, but I have a few cities that have a -2 or -3 unhappiness which I am trying to address. So I can feel "good" about my happiness overall, but still not ignore it.
 
Because, if they’re production only, they either need to be insanely powerful to recoup investment or they're worthless. And allowing them to stack at that power trivializes late game production.

G

What if power plants were your new gardens, increasing GPP?
 
Throwing this idea out there, though it might be a little radical. What if building on the coast gave -1 urbanization, or -1 urbanization for every 3 coast tiles adjacent (so complete island is -2)?

The gameplay reason is because costal or island cities often make good guild cities because of the food prevalence, but suffer on the hammers, which hurts their ability right now to support specialists unhappiness. The coastal bonus just gives them a little push on that.

Flavor wise I'm not sure, you could argue that islands are always hungry for specialists because its harder for them to receive those services
 
Do you have the save game from when you encounter the bug? Since you play without mods, I can easily load it up and debug it.

I've touched the citizen food consumption part of the DLL recently, so perhaps something went wrong there.

There you go, savegame attached. At least for be, it looks like this
Spoiler :

upload_2019-4-21_20-12-6.png

 

Attachments

  • Ramkhamhaeng_0001 BC-3960.Civ5Save
    777.4 KB · Views: 118
Will there be a wonder that reduces urbanization unhappiness?

Also, does pathfinding mean you will be able to bully from far away if you have roads, but from really short if there is forest/desert and no roads?

Id love to hear the answer to your pathfinding question as I have the same question and haven't seen it answered yet.
 
Status
Not open for further replies.
Top Bottom