Single Player bugs and crashes v35 plus (SVN) - After the 18th of August 2014

I got a bug in the UWM scenario with C2C, so should be no big problem or gamebreaker i hope, if you start a new game with this scenario there is an error message with the BUG revolution system line 273 something like this. Please check it out, can you fix it? Will it be a big problem for the scenario?

I think its caused from the egypt civ.

C2C - Ultimate World Map V1.0 released!
http://forums.civfanatics.com/showthread.php?t=549562

That bug should be showing up in the PythonErr.Log. Post that and we may be able to do something about it.
 
That bug should be showing up in the PythonErr.Log. Post that and we may be able to do something about it.

Ok here the log: (also attached as zip file)

(When you start the Ultimate World Map Scenario it says

Error in GameStart event handler <bound method RevolutionInit.onGameStart of RevolutionInit.RevolutionInit instance at 0x6D4A1AD0>>

"BugConfig - failure parsing C:\Users...\Caveman2Cosmos\Assets\Config\Revolution.xml at line 274")


sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module BugEventManager
load_module CvEventManager
load_module CvUtil
load_module traceback
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module ProcessUpgrades
load_module BugUtil
load_module BugPath
load_module BugConfigTracker
load_module ColorUtil
load_module Immigration
load_module CvTechChooser
load_module TechPrefs
load_module BugCore
load_module BugOptions
load_module BugConfig
load_module BugDll
load_module BugInit
load_module BugTypes
load_module xmllib
..\WARLORDS\ASSETS\PYTHON\SYSTEM\xmllib.py:9: DeprecationWarning: The xmllib module is obsolete. Use xml.sax instead.
00:46:51 DEBUG: BugConfig - registering xml handler BugConfig.RootHandler
00:46:51 DEBUG: BugConfig - registering bug handler BugConfig.BugHandler
00:46:51 DEBUG: BugConfig - registering load handler BugConfig.LoadHandler
00:46:51 DEBUG: BugConfig - registering config handler BugConfig.ConfigHandler
00:46:51 DEBUG: BugConfig - registering arg handler BugConfig.ArgHandler
load_module configobj
load_module __future__
load_module codecs
load_module validate
validate import failed
00:46:51 INFO : BugCore - creating uninitialized mod Advisors
00:46:51 INFO : BugCore - creating uninitialized mod NJAGC
load_module GameUtil
00:46:51 INFO : BugCore - creating uninitialized mod RoMSettings
load_module PyHelpers
load_module pickle
load_module CvGameUtils
load_module RevInstances
load_module BugOptionsScreen
load_module BugErrorOptionsTab
load_module BugOptionsTab
load_module BugHelp
load_module Popup
00:46:51 INFO : BugCore - creating uninitialized mod Core
00:46:51 INFO : BugCore - creating uninitialized mod MainInterface
load_module CityUtil
00:46:51 INFO : BugCore - creating uninitialized mod Scores
00:46:51 INFO : BugCore - creating uninitialized mod CityScreen
00:46:51 INFO : BugCore - creating uninitialized mod Revolution
load_module ReligionUtil
load_module FontUtil
load_module MonkeyTools
load_module AStarTools
00:46:51 INFO : BugCore - creating uninitialized mod PLE
load_module UnitUtil
load_module PlayerUtil
load_module TradeUtil
load_module DiplomacyUtil
load_module AttitudeUtil
load_module Scoreboard
load_module DealUtil
load_module BugUnitPlot
load_module ReminderEventManager
load_module SdToolKit
load_module BugData
load_module cPickle
load_module autolog
load_module CvModName
00:46:51 INFO : BugCore - creating uninitialized mod Autolog
00:46:51 INFO : BugCore - creating uninitialized mod Reminder
load_module CvAppInterface
load_module GGUtil
load_module GPUtil
load_module ProgressBarUtil
load_module PLE
load_module CvMADNukesManager
load_module math
load_module RawYields
load_module CvForeignAdvisor
load_module CvExoticForeignAdvisor
load_module IconGrid_BUG
load_module DomPyHelpers
load_module TechTree
load_module FavoriteCivicDetector
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module TechUtil
load_module GameSetUpCheck
load_module AutoSave
load_module MapFinder
load_module MapFinderStatusScreen
00:46:51 INFO : BugCore - creating uninitialized mod MapFinder
00:46:51 INFO : BugCore - creating uninitialized mod AutoSave
load_module Buffy
00:46:51 INFO : BugCore - creating uninitialized mod BUFFY
load_module CvEspionageAdvisor
load_module SpyUtil
load_module BugScreen
00:46:51 INFO : BugCore - creating uninitialized mod BetterEspionage
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module SevoScreenEnums
load_module CvWorldBuilderScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module NaturalWonders
load_module CvGFCScreen
load_module BuildListScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvOverlayScreenUtils
load_module CvDotMapOverlayScreen
load_module CvStrategyOverlay
00:46:51 INFO : BugCore - creating uninitialized mod StrategyOverlay
00:46:51 INFO : BugCore - creating uninitialized mod CustDomAdv
00:46:51 INFO : BugCore - creating uninitialized mod TechWindow
load_module C2CMainOptions
load_module C2CNationAdvisor
init-ing world builder screen
load_module CvWBPopups
load_module CvCameraControls
load_module CvAdvisorUtils
load_module InputUtil
00:46:51 DEBUG: BugUtil - extending BugEventManager.preGameStart instead CvAppInterface
00:46:51 DEBUG: BugEventManager - adding event 'PreGameStart'
00:46:51 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
00:46:51 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
00:46:51 DEBUG: BugEventManager - adding event 'LanguageChanged'
00:46:51 DEBUG: BugEventManager - adding event 'ResolutionChanged'
00:46:51 DEBUG: BugEventManager - adding event 'PythonReloaded'
00:46:51 DEBUG: BugEventManager - adding event 'unitUpgraded'
00:46:51 DEBUG: BugEventManager - adding event 'unitCaptured'
00:46:51 DEBUG: BugEventManager - adding event 'combatWithdrawal'
00:46:51 DEBUG: BugEventManager - adding event 'combatRetreat'
00:46:51 DEBUG: BugEventManager - adding event 'combatLogCollateral'
00:46:51 DEBUG: BugEventManager - adding event 'combatLogFlanking'
00:46:51 DEBUG: BugEventManager - adding event 'playerRevolution'
00:46:51 DEBUG: BugEventManager - adding event 'addTeam'
00:46:51 DEBUG: BugInit - init() called
00:46:51 DEBUG: BugInit - game not fully initialized
PY:OnInit
 

Attachments

I have only PythonErr2.Log not PythonErr.Log anywhere... get the scenario here please

http://forums.civfanatics.com/showthread.php?t=549562

and start it, look the error message when you start the scenario, then please look up what you need so looks like the bug is in \Caveman2Cosmos\Assets\Config\Revolution.xml at line 274

Line 274:
<events module="RevolutionInit" function="RevolutionInit"/>
This is bugged or makes any problem.

Edit:
New Info on the bug: I think that first happend when i put in the egypt civilization in WB to the UWM, so maybe its an egypt bug.
 
SVN 8600 (also in SVN 8536)

No minidump created.

Just load the Auutosave. When loaded, some AI attacks take place then the game freezes. ( the running man just keeps running).

I have a save previous to this one if it is needed - (about 10 minutes of play time before the autosave.).
 

Attachments

You changed the subdued animals so they get moved to the troop not to the city now after they get subdued, is the AI this way able to move the subdued animals back to city and create the animal myths?
 
You changed the subdued animals so they get moved to the troop not to the city now after they get subdued, is the AI this way able to move the subdued animals back to city and create the animal myths?

Yes.

This is the original way of subdued animals movement.

JosEPh
 
I'm not sure actually. I've seen Master Trackers wandering about with 10+ animals with them. It's like they aren't trying to get them back home.
 
@nanovirus,

Played 2 turns of your game with no problems.

But you are using a Civ in the game that is not in the main group anymore and you have the old Tapir. Update to SVN 8600 and see if you can continue. When you load the save if it asks for a Re-Calc do so.

Savegame attached.

JosEPh
 
I'm not sure actually. I've seen Master Trackers wandering about with 10+ animals with them. It's like they aren't trying to get them back home.
From my experience a hunter catches a bunch of animals and then stop like he's waiting for something; some turns later a unit with the hunter escort AI shows up like he's coming to fetch the animals, then he moves away from the hunter like he's expecting the animals to follow, but they don't, they always stays with the hunter. The unit with Hunter escort AI keeps moving forth and back between the plot of the hunter/animals and an adjacent tile over and over again, while the hunter is more or less stuck waiting for the animals to leave. Hunters doesn't have the new hunter escort AI.

I've made the assumption that the hunter escort AI is about escorting animals, but it might only be meant to make them escort the hunter though; if so, this observation of mine means nothing.

The hunter AI does not seem to care about taking animals home at all, I've seen that the animals sometimes leave the hunter -dashing for their home territory- un-escorted if they are close enough to take the risk.


EDIT: I'm, in this post, contradicting an earlier observation I made about this issue; I believe it was situational that I then thought the hunters were good at getting the animals home; the situation being that the hunters I observed often went close to their home territory because of the lay of the land.
 
From my experience a hunter catches a bunch of animals and then stop like he's waiting for something; some turns later a unit with the hunter escort AI shows up like he's coming to fetch the animals, then he moves away from the hunter like he's expecting the animals to follow, but they don't, they always stays with the hunter. The unit with Hunter escort AI keeps moving forth and back between the plot of the hunter/animals and an adjacent tile over and over again, while the hunter is more or less stuck waiting for the animals to leave. Hunters doesn't have the new hunter escort AI.

I've made the assumption that the hunter escort AI is about escorting animals, but it might only be meant to make them escort the hunter though; if so, this observation of mine means nothing.

The hunter AI does not seem to care about taking animals home at all, I've seen that the animals sometimes leave the hunter -dashing for their home territory- un-escorted if they are close enough to take the risk.


EDIT: I'm, in this post, contradicting an earlier observation I made about this issue; I believe it was situational that I then thought the hunters were good at getting the animals home; the situation being that the hunters I observed often went close to their home territory because of the lay of the land.

The hunter escort AI is about escorting hunters it has nothing to do with animals. Hunters should take those animals into the owned land if the hunter leads the group and there are more then two of them in the same group as the hunter.
 
Check your citys, any myths in your AI citys in your games at all now? If not AI has to be fixed or the subdued animals should spawn in city directly again.
 
Not sure, it it is right topic, but it seems to be a bug... Suddenly, all my granaries stopped working. I've met before with buildings being unusable for turn or two, but now it's been several turns and they're still gone... there is nothing in build menu nor in building list on city screen.
 
Not sure, it it is right topic, but it seems to be a bug... Suddenly, all my granaries stopped working. I've met before with buildings being unusable for turn or two, but now it's been several turns and they're still gone... there is nothing in build menu nor in building list on city screen.

Wich build of C2C you use? Hover mouse over your flag, near turn button.

2.
Damn, civs still dieing in UWM... this time no neanderthals close, is there an event that will reduce the population by 1? So that a city with 1 population will be destroyed? If yes possible to change this event so it can only happen to citys with a population of 2? OK i checked... it where neanderthals that killed the civ, so no event... i have to strength the city defense more for start, i think i will give the starting city an earthwall or some defenses for start. Maybe i change the palace to +100% or +150% defense for the capital city, should keep starting civs able to defend there capital city against the neanderthals.

3.
No myth in any AI city in my game at all now, AI is now not able to build any myth now, cant game on so... what will you do? Change the AI or change back so subdued aminmals will spawn after combat in city not at the attacking unit?
 
This was in the current SVN build. Sorry, slipped my mind

Something is odd is up with Lizards. I see a greyed out research building called the herpetology lab which states it needs Lizards among the more mundane requirements. So I look up this mysterious other_bonus known as Lizards and see that the Lizard hunter's camps bonus needs the odd mishmash of stone and silk local as well as the hunter's camp. I see I have a town that recently hit influential and now has a 3 tile range that met the requirements. Iit was working both a stone quarry and a silk farm at the edge of its reach but both bonuses were railroaded directly to the town in question. Town had the hunters camp as well as the stone and silk both in vicinity and yet no option to build the Lizard hunter's camp.

I thought maybe the range was messing stuff up so I placed a silk next to a stone with great farmer but again, neither town with both stone and silk in vicinity as well as a hunter's camp could not even see a disabled lizard hunter camp with show all buildings on.

Something strange is going on here, I looked into the xml and did not see anything super unusual (total noob there), I even tried to world build the camp into one of the two eligible towns but nothing would stick, no lizards were forthcoming. :sadpanda:

Cheers!
-Liquidated
 
Somethink strange has happened to the WorldBuilder.

When in WB if you Shift click on a tile you should get the WB edit control box displayed. Picture 1 below.

But now I get a distorted box displayed that I can not edit. Picture 2 below.

This occurs in the current version SVN 8600 and previous versions dating back to 24th May (8539 but updated to 8597). A version I had downloaded in March (8358) works OK.

I tried a new SVN download and export using default Customer Settings - still the same problem.
 

Attachments

  • Civ4ScreenShot0003.JPG
    Civ4ScreenShot0003.JPG
    168.2 KB · Views: 59
  • Civ4ScreenShot0004.JPG
    Civ4ScreenShot0004.JPG
    148.1 KB · Views: 63
Somethink strange has happened to the WorldBuilder.

When in WB if you Shift click on a tile you should get the WB edit control box displayed. Picture 1 below.

But now I get a distorted box displayed that I can not edit. Picture 2 below.

This occurs in the current version SVN 8600 and previous versions dating back to 24th May (8597). A version I had downloaded in March (8358) works OK.

I tried a new SVN download and export using default Customer Settings - still the same problem.

I got that also, you can bybas the second screen/problem, when you select building and build a city and then selct in WB edit city, it happens only if the plot is empty, add a city then edit the city works.

I also experience that my crime was gone from a city for some turns, there was no display at all for crime under properties, i dont know if that happen because i changed to banditry, but after some turns the display of crime in the city returned and was visible again.
 
I also experience that my crime was gone from a city for some turns, there was no display at all for crime under properties, i dont know if that happen because i changed to banditry, but after some turns the display of crime in the city returned and was visible again.

If the value of a property is zero then it is not displayed.
 
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