Single Player bugs and crashes - After the 29th of March

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I don't know if it's a bug, my all of my units seem to only get 1 exp per battle in v29. Even if combat odds say I'll get 5+, I still only get 1. Dynamic EXP is turned off, battlefield promos is on.

This is happening consistently for every battle, not just a single one. I've tried turning on/off dynamic EXP and battlefield promos, but it didn't fix anything.

Pls read 1st post when posting here, thx.
 
v29 - after using a captured civilian to get +1 population
 

Attachments

  • Civ4ScreenShot0004.JPG
    Civ4ScreenShot0004.JPG
    348.7 KB · Views: 64
I don't know if it's a bug, my all of my units seem to only get 1 exp per battle in v29. Even if combat odds say I'll get 5+, I still only get 1. Dynamic EXP is turned off, battlefield promos is on.

This is happening consistently for every battle, not just a single one. I've tried turning on/off dynamic EXP and battlefield promos, but it didn't fix anything.

Pls read 1st post when posting here, thx.

Sorry, I really don't know what to attach other than my most recent save. When I use the mammoth rider (the only unit with movement left) to kill the stone maceman, the combat odds says I should get 2 exp, but I only get one. As stated before, this happens with every unit that I attack with against barbarians, animals, and AI players.

Dynamic EXP is off, battlefield promos is on. Barbarian generals and unlimited barbarian exp are also on, if that has an impact.
 

Attachments

The Focused Traits does seem to work with Developing Leaders now. However I have the Organized Trait, which says max 5 turns anarchy. I just switched civics and have 10 turns of anarchy.

Screenshot and save attached?

Perhaps the answer is in the following. Could it be that the one with <iMaxAnarchy>-1</iMaxAnarchy> is taking precedence somehow?

Assets\XML\Civilizations\CIV4TraitInfos.xml
Spoiler :
Code:
		<TraitInfo>
			<Type>TRAIT_ORGANIZED1</Type>
			<Description>TXT_KEY_TRAIT_ORGANIZED</Description>
			<ShortDescription>TXT_KEY_TRAIT_ORGANIZED_SHORT</ShortDescription>
			<Button>ART/Buttons/Traits/TraitOrganized.dds</Button>
			<PromotionLine>PROMOTIONLINE_ORGANIZED</PromotionLine>
			<iLinePriority>1</iLinePriority>
			<bNegativeTrait>0</bNegativeTrait>
			<bImpurePromotions>0</bImpurePromotions>
			<bImpurePropertyManipulators>0</bImpurePropertyManipulators>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_CULTURE</FlavorType>
					<iFlavor>-2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>5</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GOLD</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			[COLOR="Red"]<iMaxAnarchy>-1</iMaxAnarchy>[/COLOR]
			<iUpkeepModifier>-20</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>-20</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<!-- Revolution Trait Effects Begin -->
			<iRevIdxLocal>0</iRevIdxLocal>
			<iRevIdxNational>0</iRevIdxNational>
			<iRevIdxHolyCityGood>0</iRevIdxHolyCityGood>
			<iRevIdxHolyCityBad>0</iRevIdxHolyCityBad>
			<fRevIdxNationalityMod>0</fRevIdxNationalityMod>
			<fRevIdxBadReligionMod>0</fRevIdxBadReligionMod>
			<fRevIdxGoodReligionMod>0</fRevIdxGoodReligionMod>
			<iRevIdxDistanceModifier>0</iRevIdxDistanceModifier>
			<bNonStateReligionCommerce>0</bNonStateReligionCommerce>
			<bUpgradeAnywhere>0</bUpgradeAnywhere>
			<!-- Revolution Trait Effects End -->
			<ExtraYieldThresholds/>
			<TradeYieldModifiers/>
			<CommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>-1</iCommerce>
			</CommerceChanges>
			<CommerceModifiers/>
			<BuildingProductionModifierTypes>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_FACTORY</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_GERMAN_ASSEMBLY_PLANT</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_MANUFACTURING_PLANT</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_COURTHOUSE</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_LAW_SCHOOL</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_LAW_FIRM</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_STRATEGIC_GRAIN_RESERVE</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_TOWN_HALL</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_VILLAGE_HALL</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_CITY_COUNCIL</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_METROPOLITAN_ADMINISTRATION</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_CAPITAL_ADMINISTRATION</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_PARTS_PLANT</BuildingType>
					<iBuildingProductionModifier>10</iBuildingProductionModifier>
				</BuildingProductionModifierType>
			</BuildingProductionModifierTypes>
			<CapitalCommerceModifiers>
				<iCommerce>10</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>-10</iCommerce>
			</CapitalCommerceModifiers>
			<SpecialistCommerceChanges>
				<SpecialistCommerceChange>
					<SpecialistType>SPECIALIST_NOBLE</SpecialistType>
					<CommerceChanges>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>-1</iCommerce>
					</CommerceChanges>
				</SpecialistCommerceChange>
				<SpecialistCommerceChange>
					<SpecialistType>SPECIALIST_ARTIST</SpecialistType>
					<CommerceChanges>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>-1</iCommerce>
					</CommerceChanges>
				</SpecialistCommerceChange>		
			</SpecialistCommerceChanges>
			<iWorkerSpeedModifier>-20</iWorkerSpeedModifier>
			<iNumCitiesMaintenanceModifier>-20</iNumCitiesMaintenanceModifier>
		</TraitInfo>
From Assets\Modules\ls612\Traits\ls612_CIV4TraitInfos:
Spoiler :
Code:
			<Type>TRAIT_ORGANIZED1</Type>
			<ReplacementID>TRAIT_LS612_ORGANIZED</ReplacementID>
			<Description>TXT_KEY_TRAIT_ORGANIZED</Description>
			<ShortDescription>TXT_KEY_TRAIT_ORGANIZED_SHORT</ShortDescription>
			<Button>ART/Buttons/Traits/TraitOrganized.dds</Button>
			<PromotionLine>PROMOTIONLINE_ORGANIZED</PromotionLine>
			<iLinePriority>1</iLinePriority>
			<bNegativeTrait>0</bNegativeTrait>
			<bImpurePromotions>0</bImpurePromotions>
			<bImpurePropertyManipulators>0</bImpurePropertyManipulators>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_CULTURE</FlavorType>
					<iFlavor>-2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>5</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GOLD</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			[COLOR="Red"]<iMaxAnarchy>5</iMaxAnarchy>[/COLOR]
			<iUpkeepModifier>-30</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<!-- Revolution Trait Effects Begin -->
			<iRevIdxLocal>0</iRevIdxLocal>
			<iRevIdxNational>0</iRevIdxNational>
			<iRevIdxHolyCityGood>0</iRevIdxHolyCityGood>
			<iRevIdxHolyCityBad>0</iRevIdxHolyCityBad>
			<fRevIdxNationalityMod>0</fRevIdxNationalityMod>
			<fRevIdxBadReligionMod>0</fRevIdxBadReligionMod>
			<fRevIdxGoodReligionMod>0</fRevIdxGoodReligionMod>
			<iRevIdxDistanceModifier>0</iRevIdxDistanceModifier>
			<bNonStateReligionCommerce>0</bNonStateReligionCommerce>
			<bUpgradeAnywhere>0</bUpgradeAnywhere>
			<!-- Revolution Trait Effects End -->
			<ExtraYieldThresholds/>
			<TradeYieldModifiers/>
			<CommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceChanges>
			<CommerceModifiers/>
			<BuildingProductionModifierTypes>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_FACTORY</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_GERMAN_ASSEMBLY_PLANT</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_MANUFACTURING_PLANT</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_COURTHOUSE</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_LAW_SCHOOL</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_LAW_FIRM</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_STRATEGIC_GRAIN_RESERVE</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_TOWN_HALL</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_VILLAGE_HALL</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_CITY_COUNCIL</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_METROPOLITAN_ADMINISTRATION</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_CAPITAL_ADMINISTRATION</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_PARTS_PLANT</BuildingType>
					<iBuildingProductionModifier>10</iBuildingProductionModifier>
				</BuildingProductionModifierType>
			</BuildingProductionModifierTypes>
			<CapitalCommerceModifiers/>
			<SpecialistCommerceChanges/>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iBaseFreeUnits>30</iBaseFreeUnits>
			<PropertyManipulators>
  				<PropertySource>
   					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
						<PropertyType>PROPERTY_CRIME</PropertyType>
						<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
						<RelationType>RELATION_ASSOCIATED</RelationType>
						<iAmountPerTurn>-1</iAmountPerTurn>
						<Active>
							<Greater>
								<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
								<Constant>25</Constant>
							</Greater>
						</Active>
				</PropertySource>
			</PropertyManipulators>
			<ReplacementCondition>
				<Has>
					<GOMType>GOM_OPTION</GOMType>
					<ID>GAMEOPTION_LS612_TRAITS</ID>
				</Has>
			</ReplacementCondition>
		</TraitInfo>
 

Attachments

I don't know if it's a bug, my all of my units seem to only get 1 exp per battle in v29. Even if combat odds say I'll get 5+, I still only get 1. Dynamic EXP is turned off, battlefield promos is on.

This is happening consistently for every battle, not just a single one. I've tried turning on/off dynamic EXP and battlefield promos, but it didn't fix anything.

The number of exp you get from combat is based on the following values in XML for the unit that lost
Code:
			<iXPValueAttack>6</iXPValueAttack>
			<iXPValueDefense>3</iXPValueDefense>
and how that number relates to the value in
Code:
			<iCombat>100</iCombat>
I have always gone with iXPValueAttack about twice iCombat and iXPValueDefense at about the same as iCombat. I am not completely sure how this works but the number of exp you get from combat is related to your iCombat and their the other two values. With the minimum of 1. I notice that some of the new units have not changed the values in the first two tags. All three above are from one unit definition so you would only get 1 exp from that unit no matter how you beat it.
 
Rev 5165
Game crashes on End of Turn. Minidump and save attached.

View attachment 346930

Appears to be a copy&paste style bug in AIAndy's recent changes:
Code:
					CvUnitCombatInfo& kInfo = GC.getUnitCombatInfo((UnitCombatTypes)iJ);
					for (int iI = 0; iI < [B]kUnit[/B].getNumActionOutcomes(); iI++)
					{
						MissionTypes eMission = kInfo.getActionOutcomeMission(iI);
						CvOutcomeList* pOutcomeList = kInfo.getActionOutcomeList(iI);

						if (eMission != NO_MISSION)
						{
							if (pOutcomeList->isPossibleInPlot(*pUnit, *(pEvaluationCity->plot()), true))
							{
								int iValue = pOutcomeList->AI_getValueInPlot(*pUnit, *(pEvaluationCity->plot()), true);
								if (iValue > iBestValue)
								{
									iBestValue = iValue;
								}
							}
						}
					}

Bolded 'kUnit' should be 'kInfo' I think - testing now...

Edit - yup, that fixed it (rev 5168)
 
I notice that some of the new units have not changed the values in the first two tags. All three above are from one unit definition so you would only get 1 exp from that unit no matter how you beat it.

This might explain why I am only able to get 1 exp. But, given your example, would it be possible for combat odds to predict that you will get more than 1 on a victory?
 
See attached for v29:

1: "Silk road increases city's wealth production by 100%" - needs to be 50%
2: Slave Market - is it supposed to provide a bonus? The Civilopedia entry also shows that it only provides unhappiness.
3: "TXT_KEY_RELIGION_TENGRISM_STRATEGY"
 

Attachments

  • Silk Road.JPG
    Silk Road.JPG
    352.5 KB · Views: 107
  • Slave Market.JPG
    Slave Market.JPG
    271.3 KB · Views: 51
  • Tengriism.JPG
    Tengriism.JPG
    383.7 KB · Views: 55
Perhaps the answer is in the following. Could it be that the one with <iMaxAnarchy>-1</iMaxAnarchy> is taking precedence somehow?

Assets\XML\Civilizations\CIV4TraitInfos.xml
Spoiler :
Code:
		<TraitInfo>
			<Type>TRAIT_ORGANIZED1</Type>
			<Description>TXT_KEY_TRAIT_ORGANIZED</Description>
			<ShortDescription>TXT_KEY_TRAIT_ORGANIZED_SHORT</ShortDescription>
			<Button>ART/Buttons/Traits/TraitOrganized.dds</Button>
			<PromotionLine>PROMOTIONLINE_ORGANIZED</PromotionLine>
			<iLinePriority>1</iLinePriority>
			<bNegativeTrait>0</bNegativeTrait>
			<bImpurePromotions>0</bImpurePromotions>
			<bImpurePropertyManipulators>0</bImpurePropertyManipulators>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_CULTURE</FlavorType>
					<iFlavor>-2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>5</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GOLD</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			[COLOR="Red"]<iMaxAnarchy>-1</iMaxAnarchy>[/COLOR]
			<iUpkeepModifier>-20</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>-20</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<!-- Revolution Trait Effects Begin -->
			<iRevIdxLocal>0</iRevIdxLocal>
			<iRevIdxNational>0</iRevIdxNational>
			<iRevIdxHolyCityGood>0</iRevIdxHolyCityGood>
			<iRevIdxHolyCityBad>0</iRevIdxHolyCityBad>
			<fRevIdxNationalityMod>0</fRevIdxNationalityMod>
			<fRevIdxBadReligionMod>0</fRevIdxBadReligionMod>
			<fRevIdxGoodReligionMod>0</fRevIdxGoodReligionMod>
			<iRevIdxDistanceModifier>0</iRevIdxDistanceModifier>
			<bNonStateReligionCommerce>0</bNonStateReligionCommerce>
			<bUpgradeAnywhere>0</bUpgradeAnywhere>
			<!-- Revolution Trait Effects End -->
			<ExtraYieldThresholds/>
			<TradeYieldModifiers/>
			<CommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>-1</iCommerce>
			</CommerceChanges>
			<CommerceModifiers/>
			<BuildingProductionModifierTypes>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_FACTORY</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_GERMAN_ASSEMBLY_PLANT</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_MANUFACTURING_PLANT</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_COURTHOUSE</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_LAW_SCHOOL</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_LAW_FIRM</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_STRATEGIC_GRAIN_RESERVE</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_TOWN_HALL</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_VILLAGE_HALL</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_CITY_COUNCIL</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_METROPOLITAN_ADMINISTRATION</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_CAPITAL_ADMINISTRATION</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_PARTS_PLANT</BuildingType>
					<iBuildingProductionModifier>10</iBuildingProductionModifier>
				</BuildingProductionModifierType>
			</BuildingProductionModifierTypes>
			<CapitalCommerceModifiers>
				<iCommerce>10</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>-10</iCommerce>
			</CapitalCommerceModifiers>
			<SpecialistCommerceChanges>
				<SpecialistCommerceChange>
					<SpecialistType>SPECIALIST_NOBLE</SpecialistType>
					<CommerceChanges>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>-1</iCommerce>
					</CommerceChanges>
				</SpecialistCommerceChange>
				<SpecialistCommerceChange>
					<SpecialistType>SPECIALIST_ARTIST</SpecialistType>
					<CommerceChanges>
						<iCommerce>0</iCommerce>
						<iCommerce>0</iCommerce>
						<iCommerce>-1</iCommerce>
					</CommerceChanges>
				</SpecialistCommerceChange>		
			</SpecialistCommerceChanges>
			<iWorkerSpeedModifier>-20</iWorkerSpeedModifier>
			<iNumCitiesMaintenanceModifier>-20</iNumCitiesMaintenanceModifier>
		</TraitInfo>
From Assets\Modules\ls612\Traits\ls612_CIV4TraitInfos:
Spoiler :
Code:
			<Type>TRAIT_ORGANIZED1</Type>
			<ReplacementID>TRAIT_LS612_ORGANIZED</ReplacementID>
			<Description>TXT_KEY_TRAIT_ORGANIZED</Description>
			<ShortDescription>TXT_KEY_TRAIT_ORGANIZED_SHORT</ShortDescription>
			<Button>ART/Buttons/Traits/TraitOrganized.dds</Button>
			<PromotionLine>PROMOTIONLINE_ORGANIZED</PromotionLine>
			<iLinePriority>1</iLinePriority>
			<bNegativeTrait>0</bNegativeTrait>
			<bImpurePromotions>0</bImpurePromotions>
			<bImpurePropertyManipulators>0</bImpurePropertyManipulators>
			<Flavors>
				<Flavor>
					<FlavorType>FLAVOR_CULTURE</FlavorType>
					<iFlavor>-2</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GROWTH</FlavorType>
					<iFlavor>5</iFlavor>
				</Flavor>
				<Flavor>
					<FlavorType>FLAVOR_GOLD</FlavorType>
					<iFlavor>1</iFlavor>
				</Flavor>
			</Flavors>
			<iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			[COLOR="Red"]<iMaxAnarchy>5</iMaxAnarchy>[/COLOR]
			<iUpkeepModifier>-30</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<!-- Revolution Trait Effects Begin -->
			<iRevIdxLocal>0</iRevIdxLocal>
			<iRevIdxNational>0</iRevIdxNational>
			<iRevIdxHolyCityGood>0</iRevIdxHolyCityGood>
			<iRevIdxHolyCityBad>0</iRevIdxHolyCityBad>
			<fRevIdxNationalityMod>0</fRevIdxNationalityMod>
			<fRevIdxBadReligionMod>0</fRevIdxBadReligionMod>
			<fRevIdxGoodReligionMod>0</fRevIdxGoodReligionMod>
			<iRevIdxDistanceModifier>0</iRevIdxDistanceModifier>
			<bNonStateReligionCommerce>0</bNonStateReligionCommerce>
			<bUpgradeAnywhere>0</bUpgradeAnywhere>
			<!-- Revolution Trait Effects End -->
			<ExtraYieldThresholds/>
			<TradeYieldModifiers/>
			<CommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceChanges>
			<CommerceModifiers/>
			<BuildingProductionModifierTypes>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_FACTORY</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_GERMAN_ASSEMBLY_PLANT</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_MANUFACTURING_PLANT</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_COURTHOUSE</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_LAW_SCHOOL</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_LAW_FIRM</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_STRATEGIC_GRAIN_RESERVE</BuildingType>
					<iBuildingProductionModifier>100</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_TOWN_HALL</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_VILLAGE_HALL</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_CITY_COUNCIL</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_METROPOLITAN_ADMINISTRATION</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_CAPITAL_ADMINISTRATION</BuildingType>
					<iBuildingProductionModifier>50</iBuildingProductionModifier>
				</BuildingProductionModifierType>
				<BuildingProductionModifierType>
					<BuildingType>BUILDING_PARTS_PLANT</BuildingType>
					<iBuildingProductionModifier>10</iBuildingProductionModifier>
				</BuildingProductionModifierType>
			</BuildingProductionModifierTypes>
			<CapitalCommerceModifiers/>
			<SpecialistCommerceChanges/>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iBaseFreeUnits>30</iBaseFreeUnits>
			<PropertyManipulators>
  				<PropertySource>
   					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
						<PropertyType>PROPERTY_CRIME</PropertyType>
						<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
						<RelationType>RELATION_ASSOCIATED</RelationType>
						<iAmountPerTurn>-1</iAmountPerTurn>
						<Active>
							<Greater>
								<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
								<Constant>25</Constant>
							</Greater>
						</Active>
				</PropertySource>
			</PropertyManipulators>
			<ReplacementCondition>
				<Has>
					<GOMType>GOM_OPTION</GOMType>
					<ID>GAMEOPTION_LS612_TRAITS</ID>
				</Has>
			</ReplacementCondition>
		</TraitInfo>

Since I've seen that the tag works in other games, I'd say this is probably it. AIAndy could have some insight there, and ls612... looking at this is there anything that may have gone wrong with setting this option edit up?

SC, does the rest of the trait operate as the xml here expresses it?
 
Since I've seen that the tag works in other games, I'd say this is probably it. AIAndy could have some insight there, and ls612... looking at this is there anything that may have gone wrong with setting this option edit up?

SC, does the rest of the trait operate as the xml here expresses it?

Are you allowed to have 2 base types replaced by 1 replacement type? Or would I have to have another replacement type?
 
Are you allowed to have 2 base types replaced by 1 replacement type? Or would I have to have another replacement type?
There can be many replacements for one base type but not one replacement for several base types (all IDs have to be filled).
 
Every few turns one of my rangers ceases to exist - I can build another. there is no battle and no message they just cease to exist.
 
AI can't handle current slave specialists' characteristics, they are too productive and cities tend to place more citizens to slaves than they can handle which leads to unhappiness and population shrinking.
 
I know, anyway this was happening to me when I had cities of 10 pop and some financial and happiness problems, turning on citizen automation only led to population shrinking which was not necessary.

However it looks like its being handled correctly now, it probably depends on circumstances. Cities seem to stagnate now all over the map though, I wonder how AI will cope with slaves and settled slaves consuming food in longer time period.
 
Anyone remember how to fix this? I had it happen for the water buildings once. But I can't seem to find which text is wrong.

HUH??:hmm: Actually from Ancient Embalmer down you have the Wrong TXT naming there (see attached 1)

Also if you use the (attached 2) grepWin you can find stuff 10 times faster!!
 
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