Right before the update I deleted the cache and I also deleted the UserSettings directory. I renamed the save folder. After the update I started a Play Now game. In the bug options I changed the settings to be the same as those I started my main game with. I played one turn, I saved twice. Then I closed the game, I restored my save folder and I restarted the game. I reloaded the same pre-war save that I uploded. Then I conquered the city again and played the game for a while. During this I found the problem.
All this could certainly have had the opportunity to change options if you'd overlooked just one detail in some of these steps but...
I founded some new cities to see if the problem affects those too. It doesn't.
That's what I was asking...
It seems to me that every city I founded behaves correctly under RCS culture expansion, including my capital while the conquered one behaves incorrectly.
This being the case, I cannot answer to how the game decided to apply its rules differently for one city or set of plots than another. There's no conceivable way this could happen but I'm not saying it doesn't. I guess I'm just admitting I have no way to figure this out. No information I can think of deriving from the game or code as it runs through could explain it. I can read through the RCS code to see if I can get a theory.
You said earlier that there weren't many units you defeated when you invaded the Aztecs. Were you saying that those were the only units you had to face in the war at all? Weren't there any units you fought in the field or in other cities nearby that you didn't keep perhaps?
By the time I reached tribalism they both had founded their 4th and 5th cities. By the time I reached Sed Life I had 3 cities to Theodora's 5 and Shaka's 6.
That, in and of itself, is a HUGE improvement granted by one of the latest updates. I simply moved forward city building on the priority level. The fact that they weren't founding their post-tribalism cities long after you, even if they'd had the tech way before you did, is a big improvement. I was seeing them ALL holding out nearly indefinitely without expanding. Not until I was already Mid-Ancient and they were nearly through the ancient.
I'm now at 14 cities in late Ancient Era. Theodora is still at 6 cities. Shaka is at 8.
So they slowed down. Do you have any visibility into their cities? Can you tell if they are suffering from any particular problems like crime or just plain economic burden? Was this all played on the latest SVN, since the crime unit AI improvements were made or was this played in part before that update? Previous to that update they were having severe problems with crime and were not handling it appropriately at all, which was really only just worsening the problem economically. They were collapsing financially and even after the fix they wouldn't be quick to repair things, especially if they were already in STRIKE conditions.
That City of Thoedora's that has the horse resoure has not improved a single tile.
This is either an extended sign of strike or a problem with her ability to build workers somehow. She may also have some units harrassing her and she's not responding all that effectively. This is a possibility since even older programming does support some use of PILLAGE AI units that one AI player may make and send to cause problems with another. I'm currently trying to teach the AI a number of steps to take to make it easier to defend themselves against this kind of thing.
She has Tengrii as her Founded religion. I find it very odd that that horse resource is not being used at all. In fact she has No Horse Units.
I don't know of any AI routines that help them identify unique strengths and play to them, like what Tengrii gives in particular. There is SOME but it's kinda weak and when it's overapplied it can easily cause more problems than good. The fact that she CAN have horses but doesn't is not a problem unique to her having Tengrii... that's just a problem in general that should be looked at. I also don't think Tengrii gives an AI any further desire to ensure it has access to a particular resource. That would be extremely advanced if it did. It's possible something like it could exist somewhere in the worker build priority AI or something but it would be rather localized that way, as in, it would not also tell her cities that it's more important to ensure she has workers.
But it shouldn't need to. Maybe her workers are staying in the city or getting killed because she is being bothered by barbs or other units. I AM designing an escort system that should help huge in places like that.
Anyway the AI only expanded to a point then stopped.
Yeah, I suspect that economic strain has a lot to do with that.
Their culture seems to be more than it should be.
This I can't answer to. Traits can modify culture and they may be constructing buildings effectively, or using animals more commonly for culture or something. No outright theories here and there could be odd stuff happening for an unknown reason in RCS as the other recent report. I'll keep an eye out for culture oddness. I don't think anything adjusted recently would have any impact on that at all though.
It's just not the same game since the last Dll update.
Again... is the WHOLE game played under this DLL or has it been updated as we go and has experienced all these post v37 updates?
Oh and before I forget, Disease is doing a roller coaster ride as bad as Crime is/was before the last few svn changes to crime. It seems the Property system over all base has been changed somehow. Has disease been adjusted recently too? Like Crime?
I've changed nothing regarding disease.
Another item, I'm using all Combat Mod Options except HS and both SM Options.
EDIT: This deity game isn't even hard like it was before v37. Of course I had not used CM and SM with the mod like this before either.
So you are or are not using Size Matters then?
And every time I come back to play, after leaving the game, it wants to do a re-calc. I've even cleared my own cache to see if this would stop. Nope
This has been a noted problem but I have never and will never touch the condition filter that Koshling set up that says whether to have this popup come up or not. It almost seems to be working in the inverse lately because I made a change and noticed it DIDn't ask after that change. I don't know. *SMH*
I also had an encounter with a Flock of penguins str 3.36 vs my 4.40 axe man that I could not kill on a barren tile. My odds were 7.96 with my 4.40 vs it's 3.36, strange odds. Yet the 1.00 armadillo one tile over on a rock out crop was easy pickens. Guess that was a SM thing though.
I'd actually like to see saves that display issues like this so I can take a deeper look in the code to ensure it's still working properly. Something was funny about that it seems but without being able to look at the code as it processes I can only shrug. Doesn't SOUND right.