'Only 1 allowed in the world' message error with world wonders

DistantRainbow

Chieftain
Joined
Apr 16, 2015
Messages
81
Started a new (heavily modded) game after adding a couple in, at first all seemed fine and well. However, sometime into the Medieval Era I suddenly noticed something weird.

Some World Wonders were flagged as unable to be built with the 'only 1 allowed in the world' message. You know, what happens when you try to build a World Wonder when you're already building it or have it queued up in another city.
Except... none of my cities were building them. Not currently, nor in the queue; I made sure to check whether I wasn't making some mistake.

Funny thing is that adding them via IGE works fine, and their effects also work perfectly fine once forcibly added into a city. It's just that I can't start building them in the first place.

Other points I noticed:

- The AI also seems to suffer the same problem. Sure, I can't check every AI civ's build decision in every city all the time, but when a Medieval Era wonder is still staying 'unbuilt' well into the Atomic Era despite no restrictive city location requirements(desert, river, tundra, hill, coast, etc), well... you get suspicions. Especially when some of the problematic wonders are very high-priority ones that I've seen getting snapped up ASAP by the AI.
- This is only happening to wonders added via mods(so all the regular Firaxis World Wonders are working fine), and even then only to a few of them. I think I've added dozens and dozens of wonders via mods, and the vast majority are having no problems at all.
- This is only happening to modded World Wonders. Units, ordinary buildings, National Wonders, etc. added by mods are having no problems regarding being built. I also have to mention that before this most recent session, every one of them was working perfectly fine.
- There's no rhyme or reason to which Wonders are 'disabled' and which ones aren't. Most of them are very simple code-wise with just a single XML file to code the wonder's text and effects(doesn't even use LUA to make up new exotic effects) plus some art files for splash/icons, just like a lot of other modded Wonders that are working fine. Some are part of a larger modpack with multiple World Wonders but are the only ones in said pack that don't work while the other wonders in it can still be normally built.

Can you give me an idea why this is happening? I'm guessing it's a mod collision with one of the newly added mods... but it seems so... random and I'm not savvy enough about the inner workings of this game to know what could trigger the World Wonder '1 in the world' message when I'm not even building it anywhere.

Given that I'm using like a hundred or so mods at the moment, I'm guessing log files aren't going to help, so I won't bother. I'd appreciate it if someone could just tell me what kind of error could induce that message for no reason, so I could try to work backwards from there and figure out which new addition is causing the problem if possible.
 
This is usually indicative of a load order issue when a game is saved and then when reloaded there is an issue (such as a mod update) that causes some mods to be re-arranged in their load order, or some mods to be missing from the list of enabled mods. This also can occur when a player loads a saved modded game by going through the non-modded-game menus.

Unfortunately, this is usually also indicative of a completely corrupted and unworkable save file -- eventually you have to abandon the game either because it starts to CTD, or because closer inspection of the state of the game (ie, what is in what city) reveals the wider and unworkable corruptions.

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At the start of a new game, the only way to really trace down mod problems is to trace down the error messages showing in Database.log, since they will usually be reflective of the issues regarding conflicts or incompletely structured mods.
 
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Unfortunately, this is usually also indicative of a completely corrupted and unworkable save file -- eventually you have to abandon the game either because it starts to CTD, or because closer inspection of the state of the game (ie, what is in what city) reveals the wider and unworkable corruptions.
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Hmm, it does seem like that, just now the game told me that it will cost 16 million(?!)-ish gold to buy a Caravansary in my capital, yet the gold-buy price hasn't changed for any of the other cities and it still costs the appropriate number of hammers to just build the thing. And I don't even have any mods active that affect Caravansaries in the first place!

Weird. Guess I'll just see this game to the end at least. I've made it to the Atomic Era so far, yet no random CTDs have reared their ugly heads to stop the game outright.

Load order problem, huh? Maybe the issue might be the tweaking I did a few weeks ago where you helped me with editing a modded civ's UB. Guess I should wipe the ol' cache and start again fresh once this game finishes or it unfixably crashes. I'll have to pay attention to the advice in that other thread from the get-go this time...
 
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