Single Player bugs and crashes v37 plus (SVN) - After the 24th of December 2016

There are elephant resources on my continent (which extends from pole to pole, but isn't very wide), but I have never seen a wild elephant spawn. Thus I can not get the myth of elephants, thus I can not build Tamed elephants. This is very frustrating. I'm tempted to cheat and add a subdued elephant or the myth building, but don't want to see the rest of map.
The "solution" I was on about is to give a subdued animal every time you build an appropriate improvement on a herd bonus. The XML is needed to say which improvements are right for which animals (may be able to get this already) and to indicate what version of the animal is spawned eg bison = American Bison in the North West and Water Buffalo in Asia...
 
Geeat!;
But instead how about building the myth in the associated city if the myth or myth effect is not already there? Otherwise a noob might use the subdued animal to build a herd and regret it later. Also multiple improvements will lead to multuple subdued animals (just a consideration, bot necessarily a problem).
 
Geeat!;
But instead how about building the myth in the associated city if the myth or myth effect is not already there? Otherwise a noob might use the subdued animal to build a herd and regret it later. Also multiple improvements will lead to multuple subdued animals (just a consideration, bot necessarily a problem).
Guess I'm a "noob" then, as I Always build the Herds 1st before the Myth If the S.A. gives a herd or flock option. That early :food::hammers: and sometimes :science: is worth more to me than just 1 Education or 1 :science: or 1:culture:. The Myths get built After the "herds".
 
I would agree Joe, but you need the myths in order to build the Tamed animals that are needed to put the herds in all of your cities.
 
Geeat!;
But instead how about building the myth in the associated city if the myth or myth effect is not already there? Otherwise a noob might use the subdued animal to build a herd and regret it later. Also multiple improvements will lead to multuple subdued animals (just a consideration, bot necessarily a problem).
The problem comes when the only herd is not in the vicinity of any city or when the city it is near is not the science city.
I would agree Joe, but you need the myths in order to build the Tamed animals that are needed to put the herds in all of your cities.
The intent is yes you need the myth as well as some breeder style building. The first represents the knowledge the second the animals.
 
I would agree Joe, but you need the myths in order to build the Tamed animals that are needed to put the herds in all of your cities.

Fully aware of it but still I have no problem doing it the way I do.

And you will never get elephant from the Tamer Building anyway. But you can build the elephant riders from having the herd. In my games the odds seem to be much better for animal proliferation by getting the "herd" animals settled as herds in the city.

Other animals not so much they go for the myth except the 1st couple of poisonous snakes. Both go to the same city for getting Poison for Poison Hut and Poison weapons promotions.

But I know you know all this. Just a matter of preference in game play and game set up.
 
I agee 90% with you. In my case I didn't get elephants until my 4th or 5th city; and even then only via vicinity pasture. I'd like to get them in my capital as it is my primary military city and provides extra xp. Getting herds to all the other cities for the hammer and food bonus is also desirable. Again this is because an ephant animal never spawned.

Early on, when still on one city I agree with you in building herds first (after master hunter building).
 
pic1 - how come i cant use the fixed borders (which i have) close to a city that i own??

pic2 - can someone change the civ music for Brazil, it plays the US Marine Hymn, lol. . .

pic3 - I believe the wording is supposed to be police and NOT Poltice, lol .. .
 

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Playing with latest SVN and divine prophets seems to be bugged. The buttons for spreading religion dont show up for great prophets so I can't found any religions.

Edit: It seems that I have to have the technology researched first before I can spread a religion, and I can only spread religions I've researched. Guess it's a new change I didn't know about. Kind of defeats the purpose of divine prophets doesn't it?
 
Playing with latest SVN and divine prophets seems to be bugged. The buttons for spreading religion dont show up for great prophets so I can't found any religions.

Edit: It seems that I have to have the technology researched first before I can spread a religion, and I can only spread religions I've researched. Guess it's a new change I didn't know about. Kind of defeats the purpose of divine prophets doesn't it?
No. That has been the way it always was. Maybe you had Limited Religions on before, I think that allows religions to be founded without the tech.
 
Maybe you had Limited Religions on before, I think that allows religions to be founded without the tech.
It shouldn't do that. I don't think any options allow that, I've never seen a game where a late game religion gets founded in prehistoric era.

EDIT: I forgot about the option TB mentioned in the next post.
 
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Choose religions must be paired with DP for the prophet to be capable of spreading any religion at any time, researched or not. The religions come into the game much faster this way and late game religions are not as balanced to the early game but many religious building tech prereqs do keep it from being much of a game balance issue. It presents its own interesting choices.
 
I have a couple concerns:

1) Great person and Great military person seem to accumulate at a very very slow rate since I switched from v37 to SVN. e.g. 130 XP for first great general, ~1340 points for first great person. In the old v37 save game I loaded, I'd already earned a few great hunters, so the next GMP was 700 points away, but when I'd saved it on v37, it was ~75 away out of 150.

2) Sophistication seems to give a malus instead of a bonus toward non-animal barbarians. By that I mean the upgrade shows as red text in the combat preview (instead of green like bonuses) and I don't seem to have additional success with the upgrade. I haven't had enough combat opportunities with everything else the same except that upgrade.
 

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By that I mean the upgrade shows as red text in the combat preview (instead of green like bonuses)
I'll have to look into that but I'm 99% sure it would just be a display problem.
 
C2C is in urgent need of a complete review on the monetary value of units. The current values are game balance breaking.

IdioticUlt1mara is doing a stream on twitch (*) and the below exploits almost break the deity/nightmare difficulty.
(*) https://www.twitch.tv/idioticult1mara

1) The AI overvalues worker units (and possibly other units) in the trade screen waaay to much. Which means they trade you a tech for 1-3 worker units each after you reach writing. Mass produce worker units and you can buy tons of tech for a small fraction of the time it takes to research them yourself using the same amount of hammers to build research.

2) Disbanding a military unit within your own city gives you a sizeable chunk of cash. More important however, if you have Size Matters on, and you split the unit into 9 smaller units, each of these smaller units sell for the same amount of cash as the original unit. Thus building military units, splitting them and disbanding all of them gives an extreme amount of money.

Exploit number (1) allows the player to catch up very fast in tech, which largely negates the research advantage the AI gets on Nightmare.
Exploit number (2) allows IdioticUlt1mara to spam cities in Nightmare mode and get a massive negative upkeep cost (still negative after setting 100% cash + all cities building wealth) but he is able to keep financially afloat by building 2-3 units every turn, split them and sell them, with 100% research and no cities building wealth.

Exploit number (2) should be game breaking in multiplayer too.
 
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I agree with @Noriad2 that the "Splitting up and disbanding units" exploit is kind of game breaking tbh for example after researching sedentary lifestyle you can split any standard unit at least 2 time - 6 for the price of 1 - and sell/delete all 6 for the same price you could sell the original unit, I was making stone axeman and selling them and making 1000 gold each time. As for the worker exploit - a standard Mule Worker is valued at around 3000 beakers so you can trade 6-8 mule workers for 1 late sedentary lifestyle tech or 1 early classical tech
 
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