Quick Questions / Quick Answers

Why am I getting more production towards Fair projects from my laborers with 4:c5production: each than using them to work tiles with 4:c5production: or even 5:c5production:? Is the tooltip from laborers wrong?
Fill a bug report?
Current version (5-20) has a ton of yield bugs, (some yields are not displayed, other are displayed but not taken in account, ...). If you have screenshot + save (and the bug remain when reloading), please make a report on github.
 
Fill a bug report?
Current version (5-20) has a ton of yield bugs, (some yields are not displayed, other are displayed but not taken in account, ...). If you have screenshot + save (and the bug remain when reloading), please make a report on github.
The game crashed (without a message, which is uncommon), I reloaded, and it's still there, yep. Whether the yields from the laborers are wrong, or the yields from... Everything else? Seems like the labourers are giving 6:c5production:, instead of the 4:c5production: they should.

I'll try making a report, though it'll be my first time and I might not do it right ^^u

Edit: ugh... So I've found now something about the Logs folder I don't understand at all. Its changed now (I think... I hope), but I don't know if it'll work for this issue or not.
 
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The game crashed (without a message, which is uncommon), I reloaded, and it's still there, yep. Whether the yields from the laborers are wrong, or the yields from... Everything else? Seems like the labourers are giving 6:c5production:, instead of the 4:c5production: they should.

I'll try making a report, though it'll be my first time and I might not do it right ^^u

Edit: ugh... So I've found now something about the Logs folder I don't understand at all. Its changed now (I think... I hope), but I don't know if it'll work for this issue or not.

Post the issue, you can reproduce the bug later and linking the logs.

What determines in XML the promotions a unit receives. Like what makes a tank get land based promotions instead of air? and how would i assign a promotion line to a unit. (NOT FREE PROMOTIONS) but promotions earned?

you may have to look at UnitPromotions_Domains, also this can interest you:
https://forums.civfanatics.com/threads/what-are-domains-and-formationclasses.612197/

also
Code:
INSERT INTO UnitPromotions_UnitCombats
    (PromotionType, UnitCombatType)
VALUES
    ('PROMOTION_BUSHIDO', 'UNITCOMBAT_MELEE'),
    ('PROMOTION_BUSHIDO', 'UNITCOMBAT_GUN'),
    ('PROMOTION_BUSHIDO', 'UNITCOMBAT_MOUNTED'),
    ('PROMOTION_BUSHIDO', 'UNITCOMBAT_ARMOR'),
...
 
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Do units get the defensive bonus from forts in enemy lands if they don't pillage it? Or neutral areas (city-states, Open Borders, etc). Same for Citadels, though the damage per turn is certainly incentive to pillage those.
 
Are you sure? Need to check but I will say yes.
I think they don't. I was in a war with Spain recently and tried to make use of many forts around, and only yours seem to give the defense bonus. Even the allies' forts (either city-states or major civs) seem to be useless to you.
 
I appreciate your response earlier but it did not help in pertaining to XML and VP. Long story short I have a new helicopter unit in game that doesn't receive promotions at all in VP. It is added to the game through XML how to I get it to fall in line with the new helicopter units from VP so it can be promoted and used properly. I managed to get it to convert from a melee to ranged unit but it still is suffering with the promotions. I even deleted all of its free promotions no luck.
 
I figured it out. So for anyone else that has this issue. VP changes Helicopters to Archer units so if you change there combat class to ARCHER it adds them to the proper promotion line.
 
I'm playing with an older version (2/27). I liberated a city immediately on capture but noticed my tech costs had increased, which I didn't anticipate. I know the increase applies to more situations than in the vanilla game (immediately razing a city for one) but this one surprised me. I'm playing an essentially peaceful game but intervened in a war where my "friend" had lost a city to our common foe. I have no plans to settle or capture any more cities, so it looks like this penalty will be permanent. That seems like way too high a cost for the benefits I gain in this situation, so I guess this tactic is not viable. I'm wondering why it's like this - any thoughts?
 
I'm playing with an older version (2/27). I liberated a city immediately on capture but noticed my tech costs had increased, which I didn't anticipate. I know the increase applies to more situations than in the vanilla game (immediately razing a city for one) but this one surprised me. I'm playing an essentially peaceful game but intervened in a war where my "friend" had lost a city to our common foe. I have no plans to settle or capture any more cities, so it looks like this penalty will be permanent. That seems like way too high a cost for the benefits I gain in this situation, so I guess this tactic is not viable. I'm wondering why it's like this - any thoughts?
This only shows for this turn. Next turn your costs should be fine.
 
Why does it do this, do you know?
Many things change just before ending the turn, after next button is pressed. For example, another worker placement is done in this phase. This means that you may read your empire yields, and after pressing next, yields change (usually for better) and you see the effect in the next turn, though it happened the turn before. At least this is what I think it is happening.
 
This only shows for this turn. Next turn your costs should be fine.
Thanks for the response.

I reloaded the save just before the city capture and played to the start of the next turn, but the tech costs didn't reset.
 
Thanks for the response.

I reloaded the save just before the city capture and played to the start of the next turn, but the tech costs didn't reset.

Did you lose any cities before? There might be some shenanigans happening due to that.
 
Try another turn. G says it resets. Though maybe it resets the next time a city is captured, not sure now.

I'm pretty sure if I captured another city the cost wouldn't go up again. However, here I had no plans to capture any further cities so that wouldn't help. I'll try playing on a few more turns and report back, but it may take me a while before I can do that.

Did you lose any cities before? There might be some shenanigans happening due to that.

No, I hadn't lost any cities before, although if I had (so that my current city count was less than my maximum city count) I believe the cost wouldn't have increased.

I believe the costs are based on your highest number of cities ever held, but I didn't expect a city I immediately liberate to count against me.
 
v.5-30 is it a feature now that scouts (or all units?) get embarkation without having to go home? (at least as inca?) Friend has had this thing in MP.
 
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