Possible 6.2 Bugs

Txurce

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I've already mentioned the 10-unit CS bug, which i'm no longer experiencing after loading someone else's mod and game settings.

But even in that CS-balanced game, the Pioneer Fort leaps pop by 3 sizes in one turn on occasion, without notifying me of growth and with erratic "shrink/grow next turn" readings.

Then I just got the "researched iron working" notification several turns after researching Iron Working.
 
I also noticed those population leaps. In my last test game as egypt i had four cities with sizes between 60 and 88 after 250 turns. I think those sudden population leaps have to do with maritime CS.
 
I was around 300 bc with some cities reaching 30 pop already on marathon. I assumed it was the mod and stopped playing until it is fixed. It is the only mod I use so I will wait until we learn more.
 
Hopefully this is easy to fix. The problem is specifically with landed elite in the tradition branch combined with having a maritime city state as a friend.
It is easy to reproduce, here's what I did. I cleared the cache and only had the unofficial patch 6.2 going, without the balance mod. Started a game as Siam, Emperor, Pangaea. All you have to do is be friends with a maritime city state. As soon as you pick the landed elite social policy, your city's population will start to sky rocket. I can post a saved game if needed.
Hope this helps.
 
Hopefully this is easy to fix. The problem is specifically with landed elite in the tradition branch combined with having a maritime city state as a friend.
It is easy to reproduce, here's what I did. I cleared the cache and only had the unofficial patch 6.2 going, without the balance mod. Started a game as Siam, Emperor, Pangaea. All you have to do is be friends with a maritime city state. As soon as you pick the landed elite social policy, your city's population will start to sky rocket. I can post a saved game if needed.
Hope this helps.

That's interesting. In my America game I happened not to have Landed Elite. I also went back to it tonight with FireTuner all set, and then couldn't duplicate the error (again, without Landed Elite), although I did it three times last night. The only change was adding a logger: LOG_DEBUG line, which I doubt changed anything. However, I will probably pick up Landed Elite soon, and then see what effect it has.
 
This is probably the cause of the giant AI cities that have been sporadically showing up too: in my current game only Hiawatha has giant cities, and lo and behold, he has 5 tradition branches and has been buddy-buddy with CSes all game. In the same game I had landed elite and didn't notice anything untoward until I bribed a Maritime or two, and after that my growth seemed to quadruple, making half a thousand food per turn in one city (by comparing successive turns).

One thing I noticed about the bug is that the super-critical cities seem to "stutter" in the inter turn phase. You hit next turn, and you see the growth bar rise and the turns to growth reduce, but then youll see it happen one or two times *again* as well, meaning food is being seemingly assigned in multiple stages or at multiple times!
 
Yes 60population megacies on my continent before C.
Can i download the previous version somewhere?
 
Yes 60population megacies on my continent before C.
Can i download the previous version somewhere?

It's hard to say what the previous version where this didn't occur would be. For all I know it's been happening since the new patch, and we didn't put it together.

The multiplying of initial CS units - which for all I know has a common denominator - started to occur for me regularly with v5.8. But I recall at least one game a long time ago where I mentioned to Sneaks that the CS seemed to have a lot of units early on. That was pre-patch, and I was using TBC v4.22 (beta). The likely culprit then seemed to be WWGD v5.
 
Just downloaded the .63 version from here http://forums.civfanatics.com/downloads.php?do=file&id=15667.

I did a quick test and it looks like it fixed the giant city problem with maritime cs and landed elite.
However, I'm still seeing city states start with 10 units. Does any one know how to fix that? Is that just a simple xml file change somewhere?

Thal suggested using FireTuner with a .lua change around post #147 in this thread:

http://forums.civfanatics.com/showthread.php?p=10333111#post10333111

Getting him this information would probably help. By the time I did it my game was over, and I then swapped out my Mods and Cache with someone else who didn't have the problem (the easy for me, worthless for you fix!).
 
I might have found a solution for the cs having so many units:
in the ...\My Games\Sid Meier's Civilization 5\MODS\Unofficial Patch and Thals Balance (v 63)\CiVUP - Civ V Unofficial Patch\Core folder there is a CiVUP_General.lua file that has a function MinorCivStartingDefender(minorCiv). I commented out the body of the function and the cs don't start with so many units. Unfortunately, they don't start with any units. Is that how it is in vanilla?
 
The surplus food issue should be fixed in 6.3.

In vanilla citystates start defenseless. A major exploit in vanilla is to steal CS workers in the early game, because they can't protect their workers and their negative diplomacy reaction gradually disappears.

The issue with 10 starting units has always puzzled me. It hasn't ever happened on my system, I can't reproduce it, and the only explanation I can think of is the function event is being registered multiple times... but even that doesn't make sense because it would create 9 or 12 units (running 3 or 4 times). I don't know how 10 could be created.
 
The issue with 10 starting units has always puzzled me. It hasn't ever happened on my system, I can't reproduce it, and the only explanation I can think of is the function event is being registered multiple times... but even that doesn't make sense because it would create 9 or 12 units (running 3 or 4 times). I don't know how 10 could be created.

I haven't encountered it since swapping my Mod and Cache foldders from a system that didn't have the problem. When I had it, I encountered 7 and 10 - never 9 or 12. I think the others who also experienced it had the same numbers as me. Very odd.
 
The surplus food issue should be fixed in 6.3.

I'm still getting some surplus food strangeness with 6.3. I'm playing Persia & already have Landed Elite when I become allies with a Maritime CS. In Persepolis, I have 0 surplus food from working the land & 4 surplus food from the CS, meaning my per turn growth is 4.6. However, when the turn is processed, the amount of food in the bucket increases by only 1. If I assign a pop from a +2 food grassland to a +2 production hill, I should still be growing by 2.3 (-2 from working the land, +4 from the CS), but if I do this, the city actually starves and falls from 5 pop to 4.
 
Hi there,

I don't know if it is still of significance but I'll still post it.

I also use ver. 6.3 (only mod btw) and did yesterday a testgame with Washington. I tried an OCC cultural game on Prince and therefor picked Landed Elite, build the Pioneer Fort and an Aqueduct. Shortly after hitting the Renaissance age I allied with an maritime state. By the time every other CS was allied with another civ.
Suddenly my population exploded, jumping up 3 or 4 population per turn. This did not happen to another civ as they had a max of 10 to 12 pop. Even if the cityscreen said the pop was starving it still grew but the tooltip said I received mere 9/9 food from the maritime state.
Besides that I noted it only recognized the growth storage from the Fort (50%) but nothing from the Aqueduct (40%). Is this how it should be or is it a bug?

P.S. I could look up to the exact numbers if I saved the game, but I'm not entirely sure.

Anyway thanks for your great modding efforts :thumbsup:
 
The Aqueduct stores food, while the Fort increases surplus food by 50%. It's different effects.

If you're using 6.3, did you use any prior versions? Try clearing the civ cache (info here). In my current game the fort appears to be working correctly.
 
Playing 6.3, my capital is stuck on 12 citizens, ready to build a 13th on the next turn with plenty of excess food. My other cities are growing normally.

After a restart, the capital was at 12 with stagnation, and the other cities were only growing moderately - with 4 Maritimes allies.

Switching out 4 specialists, I shifted the counter to a build in 1 turn. I got it, but then it became more or less stuck again, only occasionally advancing one, no matter how much food I add by switching specialists. Again, all of this is with 4 maritimes and 4 cities, 3 between 10 and 13, and one at 6.
 
The Aqueduct stores food, while the Fort increases surplus food by 50%. It's different effects.

Right, sorry my bad. I guess I didn't paid attention.

If you're using 6.3, did you use any prior versions? Try clearing the civ cache (info here). In my current game the fort appears to be working correctly.

I did. I had to clear my mod folder as well as the cache as the strange loading screen bug and the city production bug mentioned in another thread occurred. Now your mod v. 6.3 is the only thing installed (besides from the Mongolia DLC).

I started another game and this time I used no Maritime CS. Anyhow out of the 7 other civs the massive growing appeared only on 3 AI civs, giving them huge pops. Strangely though it appears that the bug only occurred in their capital and their second city, as far as I can tell at least.

EDIT: Sorry, my bad again. I just realized that in the ingame modbrowser there is only the v. 6.2, not v. 6.3 like on your site. So I used the older one instead so I guess you can just ignore what I wrote. :blush:

Sorry for any inconvenience :D
 
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