New Version - 3.3.1 (March 26, 2023)

Status
Not open for further replies.
With the influence decay rate proposal, there was a resting influence increase for Siam intended. Has that been implemented? In my game this isnt the case but its also not in the leader description.
 
Playing a game with 3.3.1 and came across something that night need a bit of looking into.
I liberated a CS that was overrun by Barbs. In doing so i captured its 2 workers inside the CS. Almost every tile/resource within its borders was pillaged but almost an era later and it has produced no workers to repair its tiles and i cant do anything about it either via eg diplo missions cause i cant gift a worker.
 
Some of the cities have an issue with the number of pop in the city. I tried resetting the tiles and everything else but it seems i can indefinitely place citizens on tiles.

Anybody else having this issue?
 

Attachments

  • 20230327_210435.jpg
    20230327_210435.jpg
    1.7 MB · Views: 5,655
  • 20230327_210447.jpg
    20230327_210447.jpg
    1.7 MB · Views: 322
Some of the cities have an issue with the number of pop in the city. I tried resetting the tiles and everything else but it seems i can indefinitely place citizens on tiles.

Anybody else having this issue?
You can take screenshots through the game with F12 iirc, almost broke my neck trying to see these :lol:
 
Some of the cities have an issue with the number of pop in the city. I tried resetting the tiles and everything else but it seems i can indefinitely place citizens on tiles.
Anybody else having this issue?
this used to be a bug but i thought it had been fixed?


and an older one

 
Playing a game with 3.3.1 and came across something that night need a bit of looking into.
I liberated a CS that was overrun by Barbs. In doing so i captured its 2 workers inside the CS. Almost every tile/resource within its borders was pillaged but almost an era later and it has produced no workers to repair its tiles and i cant do anything about it either via eg diplo missions cause i cant gift a worker.

I've seen this problem off and on for some time. Especially with island CS that never seem to improve resources / pillaged tiles for eras.
 
It was just a mainland CS. Anyway a solution to this might be to let us gift workers but dont get influence for them? just an idea.
we can build roads to cs, can we improve or repair tiles? I dont think I ever tried for some reason
 
You can improve CS resource tiles for 200 gold, but not repair.
 
we can build roads to cs, can we improve or repair tiles? I dont think I ever tried for some reason

Workers cannot improve tiles outside of their empire.

Vanilla could do it. This opportunity can be abused to heal your troops - we take a few workers with us to the war, pillage a tile and the unit is healed, repair, pillage again.
 
Workers cannot improve tiles outside of their empire.

Vanilla could do it. This opportunity can be abused to heal your troops - we take a few workers with us to the war, pillage a tile and the unit is healed, repair, pillage again.
Yes I understand that, optimally a cs friend/ally could be treated as own territory in the regard of workers but maybe thats messy to code.
 
If possible, "improve resource" interaction could work on pillage improvement, that would fix it, I just don't know if it is possible at all

Edit : Actually, it's not fixing but rather it's a band-aid, since CS should be taught to produce workers if they have no nearby threat and no workers ; however this would still allow you to get things done quicker ; maybe the two should be addressed ?
 
Last edited:
If possible, "improve resource" interaction could work on pillage improvement, that would fix it, I just don't know if it is possible at all

Edit : Actually, it's not fixing but rather it's a band-aid, since CS should be taught to produce workers if they have no nearby threat and no workers ; however this would still allow you to get things done quicker ; maybe the two should be addressed ?
Might need to change the UI to add it as a separated option, since you might accidently help them repair an improvement instead of improving a new one if both option are available. Or maybe just a priority queue should be fine (always improve new resource first, if none is available then look for repair)
 
At 3.2.2 version (I dont finish games so fast as patches comes out)
Autocracy policy Martial spirit seems not working correctly. Steps: 1. captured city, 2. adopted policy 3. city's pop degrades as intended due policy but the raze timer keep a city alive.

Spoiler :
304.jpg
305.jpg
 
At 3.2.2 version (I dont finish games so fast as patches comes out)
Autocracy policy Martial spirit seems not working correctly. Steps: 1. captured city, 2. adopted policy 3. city's pop degrades as intended due policy but the raze timer keep a city alive.


Not sure that is a new issue. It's been like that for eons as far as I can recall. The burn-timer is set and have nothing to do with the actual population turn to turn. It goes down to 1 and then stays there until the timer runs its course. You can gain pop in the city due to events (population boom) or you can drop pops by events (inqusition and/or plague) or manually making sure the city is starving and it's still the same amount of turns. This makes it weird sometimes as you are watching burning cities, note the population and think you have turns and then it just goes *poof* even tho it had more then one pop left.

As noted you first capture, set the burn timer, then get the policy that should cut it in half but that doesn't apply here as the timer is already set. But it will work for the next city you capture as then you had the policy when you made the decision. Or to put it in another way -- the policy is not applied retroactively to things that have already happened or are in progress like a lot of other things in the game.
 
Classic Era.
AI Gandhi lost 2 of his 4 cities to barbarians.
A bug or just rare bad AI luck?

1680185949081.jpeg
 
Classic Era.
AI Gandhi lost 2 of his 4 cities to barbarians.
A bug or just rare bad AI luck?

View attachment 658398
the barb desert movement could be quite powerful on that map

i have noticed the AI getting caught with its pants down here and there, with garrisons on nearby adventures instead of actually stationed in city. Didn't wanna call it out as a bug though, cuz I do same as human :p

Combo of this AI garrison behavior with that desert probably led to this
 
Status
Not open for further replies.
Top Bottom