Yet I've never had a game were Babylonian's lived to the time of the Barbarian pressure on both Rome and Greece.
BTW, why does Greece have Barbarian pressure? Constantinopolis, Capital of the Eastern Roman Empire, survived until 1453 A.D, when Turks took it. During the barbarian invasion of the Western Roman Empire, the Eastern part was fine, and untouched.
How did the Babylonians get to Athens? Are you sure you're not mixing up with another city? A screenshot and a save could help Rhye or anyone else who knows a bit of coding find the problem.
Answered questions in quote so this is filling up ten character limit.Spoiler fixed :I was starting as the Americans, the first city I settle, it says Portland, the second one says Pittsburg, the only thing I can think of is the fact I did my civic changes before I settled, also the cities don't flip also, I got 1500 gold
EDIT: was just poking around in world builder, and there is no trace that the Portugese spawned (except perhaps the fact that Lisboa and Oporto exist)
Could the Spanish have captured their cities?
On a separate Matter, If you look in the upper right corner, you will see it is turn 210, and in what I am trading, you see Agriculture, what is wrong with this picture?! (no, I didn't WB)
On yet another matter, the French built a city at Aix-la-Chapelle, which promptly got take by the Nederlands and caused them to wage war, also, if they manage to get a Monument there, the Nederlands has trouble settling Amsterdam (side-note, why do the Dutch get 4 workers while England gets 3?)
I believe civilizations get a three by three area given to them right when they spawn, pushing back foreign cultures so that they can settle their capital.
Also, can the Celts have a city where London is which builds Stonehenge a little after 1500 B.C.E (is there a way so that England gets that culture?)
You can do that yourself using World Builder, but pre built wonders should only be for the 600 C.E. start up... That would also make beating the Egyptian UHV slightly harder.
I was playing as the U.S. (with France as a vassal) and had signed defensive pacts with the greatest military powers: Britain and Spain (Spain's vassals: Mali, Netherlands and Portugal). What happens when Spain invades France? Every one of the seven listed nations are at each others' throats (with the exception of France and America thankfully).
Spoiler :
What's even more confusing is the fact that Spain's vassals declare war on me faster than Spain which causes Mali and the Netherlands to declare their independence for some reason and Spain to declare war on all three of its vassals (due to the US-Spanish DP). Portugal, being the butt monkey of this game, forgets to declare itself independent and soon it is at war with Spain and Spain's vassal at the same time.
Spoiler :
I love situations like this.
wow, a big mess.
I'll take a look into the code
It's not a BTS bug (rather, it's in Warlords), but I don't feel like making a new thread for it.
Japan's UHV is not working correctly. I don't remember exactly what the victory advisor says the requirements are, but I believe they are "no foreign culture on Honshu", "be first in score", and "be first to finish the tech three." However, as soon as Japan loses a city, the UHV counter goes gray. When I played as them once, I decided to invade China, and lost a city in a counter-attack. I checked the victory advisor, it appears I failed the last one, "be first to finish the tech tree." However, this was in the 1400s, so unless someone somehow managed to research all those techs that quickly, I doubt that was it.
So I'm pretty sure the game still thinks that the last condition is that you can't lose a city, which isn't what I'm told by the Civilopedia or the victory advisor. I hear it's working fine in BTS though.
There is a bug in RiseAndFall.py in hitNeighboursStability. On a civ spawn, instead of looping through the pre-defined list for which existing civs should take a stability hit (this list is n elements long), the stability hit is applied to first n civs as ranked by ID. This hit is applied to "Foreign" stability. This explains why Egypt (ID = 0) has such bad foreign stability, as most civs have at least one neighbor defined in lOlderNeighbors and thus actually hit Egypt upon birth. See my suggested fixed line (in red):
Code:def hitNeighboursStability( self, iCiv ): if (len(con.lOlderNeighbours[iCiv])): bHuman = False for iLoop in range(len(con.lOlderNeighbours[iCiv])):[COLOR="Red"] for iLoop in con.lOlderNeighbours[iCiv]:[/COLOR] if (gc.getPlayer(iLoop).isAlive()): if (iLoop == utils.getHumanID()): bHuman = True utils.setStability(iLoop, utils.getStability(iLoop)-2)