Reload after hitting Civ bug?

dalamb

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May 9, 2006
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Kingston, Ontario
I was hit twice by an apparent bug wherein the game announces 2 turns left before chopping finishes, only to have the chopping finish next turn (preventing me from switching production back to settler).

Do the 'no reload' rules allow for reloading to adapt for a game bug like this (so I could switch at the 2 turn point instead of getting the production misapplied)? This wouldn't be a reload to retry after my own mistakes (whine :cry: ). I assume no but hope there might be an exception.
 
Hi dalamb

I am no authority here, so this is only my opinion.
In my opinion it is not a bug but a mistake of yours. When the worker says 2 turns, he means it. He will not be able to do anything else this turn nor the next. When you press enter, turn passes and the worker is saying 1 turn to go. If then you order him to chop (and you have told him to do so till he finishes, so if it is his turn he will do it automatically) he will finish the chopping.

I know it is painful when you have no unit other than workers or all others are fortified, so the chop goes to the wrong building. I know 2 ways to avoid it:
- You leave a military unit not fortified, so that at the begining of the turn it will be selected and you will have time to change production before the workers work.
- When the worker is saying 2 turns to go, and he has already worked (0 points of movement) you click on him and press the space key, which makes him forget his orders. The next turn he won't chop automatically but will be selected and asking for orders. You change buildings, get out of the city screen and order him to finish his chop.

I hope this helps.
 
Short answer: no

Long answer: even if you go back to a previous turn due to a game bug, you might still have obtained spoilerish information that will influence your decisions on the previous turn and possibly gain you an advantage. You might say that isn't the case in your situation early in the game, but understand that we have to draw the line somewhere, and preferably a non-arbitrary line.

You can workaround the problem by changing to settler production at the start of every turn and then force the worker to work on the chop action, then if it doesn't finish change back to what else you were building. A bit tiresome yes, but a solution nevertheless.

edit: crosspost, jesusin explained the workaround better than me. :)
 
Later posters in the thread I cited pointed out where I was misinterpreting what was happening -- it's the unit that's available in 2 turns, not the production.

I expected not to be able to go back to the start of the first chop. Would it have made a difference if I'd quit just after the first chop finished (thus going back only about 5 turns? Once again my guess is no.
 
No! Is it really the end of existence as you know it to have a chop go differently than you planned it? If you go back those 5 turns, your game might be excluded, which will BE the end of existence for this game! Play-on!
 
your guess is right again, the answer would be no...I'll leave it to others to elaborate if needed
No need -- I shouldn't really have bothered asking after reading Theoden's message.
No! Is it really the end of existence as you know it to have a chop go differently than you planned it?
I'm incompetent -- I need all the help I can get! ;)
 
Alt+C Backslash Spacebar is my chop command.
I don't quite follow. I looked stuff up the the keyboard summary, so I think this means chop, cycle to previous unit, skip turn. I'd guess the view shifts to the next unit, so the / takes it back -- and thus the spacebar would be a 'skip turn' command for the unit that just started chopping. Is that queued up for after the chop finishes, or does it force the turn's worth of chop to finish, then replaces the chop command with a skip turn, so you have to do another set of this the next turn?
 
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