Thunderbrd
C2C War Dog
This is a known issue on my fixit list. It's a bit of a pain trying to pin down and it's very low priority because I would advise playing with it off anyhow. Reason being that after not far into the game you start getting so many xp award sources that you start being unable to see the unit informations themselves and I'm out of room for more hotkey pages. I know it's good for auditing and after a point I will go to audit that but I'm pretty confident that the awards are being accurately assigned at least. I may however find this is somehow untrue in some places when I go to do an audit so that makes it worthwhile to perform at some point soon.2/ Starting experience
I don't THINK this is terribly incorrect as it's only expressing a modifier to 'when building units' and to the BASE only amount. Modifiers all total then apply so +50% doesn't mean 50% more than what you're currently getting - it means 50% more from the base value total. It MIGHT be off somehow, perhaps not including a base adjustment value source somewhere and IS worthy of an audit. And it takes a little getting used to the fact that it will show this value without clarifying that it means 'when building units' clearly. The 'finalvalues' display on buildings is a complex and haunted section of display where we are still battling existing bugs from pre-C2C era setups and sometimes our own modifications are further throwing them off. There's been some major improvements made there but if there's still some issues lurking it's certainly no surprise. It's simply no fun at all to work on this section! Makes the skin crawl with it's complexity. I'd almost rather we didn't have this display at all and went back to Vanilla display methodology.4/ Possible incorrect hammer calculation
If you're 100% sure you didn't send a second one in (auto set spreading missionaries will often both arrive then as soon as one fails, the other will give it a go and sometimes succeed thereafter) then I'd say DH has the correct answer to this. I imagine the python is doing what it knows how to to retroactively enforce that the religion is spread after the unit is finished with its attempt rather than giving all missionary units of the proper religion a +100% modifier to it's spread check. Python needs to go about things like this sometimes so if it's a big enough problem it could be easily addressed in the dll code base to operate slightly differently while having the same basic effect but maintaining a proper 'order of events' so you don't get these confusing messages.5/ Missionary fails then succeeds
Sometimes, when spreading a religion, I get the message that the missionnary failed, then immediately after that it succeeded, and the religion is indeed spread. This may be due to the Famen temple that I built? (still the first message shouldn't be there)
Known issue which I have yet to fully pin down. DH himself reported it and I gave him the answer I gave you but witnessing it in my games I've grown suspicious. I don't think it's an incorrect calculation but I do think it may have something to do with 'inflation' levels. At some point soon I hope to add more information to the income advisor screen that will help me track what's actually happening there and elsewhere. I believe the modifier MUST be coming from a national level source and whatever is making it vary is currently a mystery but again my most highly suspected culprit would be inflation. I seem to recall Koshling explaining an adjusted inflation model that sounded like it might have something of this kind of effect.6/ Oscillating gold
Well... that's all I'll comment on as those may be in or near my realm to address.