Single Player bugs and crashes v40 plus (SVN) - After Oct 2019

Running SVN 11109. On Developing Traits, if you pick Organized 2 it invalidates Cristo Redentor. I am not supposed any anarchy whatsoever.
Cristo Redentor never meant Never Anarchy, it just meant -100% Anarchy. There have long been numerous ways to get additional % anarchy time that would 'invalidate' it if you had that. This is not new nor a bug. At least it hasn't been throughout all of C2C's history anyhow.
 
Running SVN 11109. On Developing Traits, if you pick Organized 2 it invalidates Cristo Redentor. I am not supposed any anarchy whatsoever.
There are multiple traits that reduce or remove religious/civic anarchy time, so I guess its intentional.
 
That's a weird way of doing things. So you get punished for selecting Organized 2.
 
More like unintended consequences

This mod is big enough to make weird stuff just happen.
You said intentional, now it's unintentional. Is your confusing posts intentional or unintentional.?
 
Organized II doesn't change anarchy time at all.
Spoiler :

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Civ4BeyondSword 2020-01-27 22-48-19-73.png

 
Then why does it invalidate Cristo Redentor? That is why I thought it was a bug.
 
Then why does it invalidate Cristo Redentor? That is why I thought it was a bug.
The question now is why you think it does? Bear in mind that high education levels in the capital alone will give you additional anarchy time so it probably has nothing to do with the trait selection.
 
Because before Organized 2 no anarchy, after Organized 2 anarchy. That's why. Simple enough?
 
Because before Organized 2 no anarchy, after Organized 2 anarchy. That's why. Simple enough?
My point is, if Organized 2 doesn't mess with anarchy times in its description, then it doesn't mess with anarchy at all. There are other possible factors that could be coming up around the same time that are though. In particular, the expansion of the limits on education levels by reaching a new era perhaps.
 
No new era, nothing new except Organized 2. I've been playing this game long enough to consider all that.
 
No new era, nothing new except Organized 2. I've been playing this game long enough to consider all that.
hmm... @raxo2222 you wanna take a look at the save and see if it actually has any real impact or if something else is afoot? Would be super weird if it had any interaction with anarchy at all.
 
hmm... @raxo2222 you wanna take a look at the save and see if it actually has any real impact or if something else is afoot? Would be super weird if it had any interaction with anarchy at all.
He could lose that wonder
edit: Wonder is present.

I turned off traits in World Builder and recalculated variables. Now there is no anarchy.
So other trait probably did it, or some glitch in code happened.
 
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That would be weird if my other traits caused anarchy, no anarchy started until I chose Organized 2. But with my luck considering technology, I probably ran into a glitch in the code. I'll probably have to restart the game. I play the later eras based on the lack of anarchy to switch between civics that boost science and civics that boost XP for units.
 
He could lose that wonder
edit: Wonder is present.

I turned off traits in World Builder and recalculated variables. Now there is no anarchy.
So other trait probably did it, or some glitch in code happened.
Interesting. I'll have to take a look at the save later then
 
I removed all old Caveman2Cosmos including the SVN copy and started from scratch with rev 11110
  • no Tribal Guardian when settling first city
  • sometimes Tribal Villages will show up when I expose some of the map and sometimes they wont
  • End-of-Turn when its button is solid red (not changing shades of red)
    • Enter sometimes this works (as per BtS)
    • Shift-Enter sometimes works (as per hover over button)
    • sometimes none of the above work and I have to press the button
What happened to the "hide researched" and "hide can't ever research" buttons on the tech screen? Since these have been removed how do you tell that you have unlocked a tech you could not research in the previous era? Do the era icons at the bottom change to reflect how much you have researched in the era? Is that how you know you have some techs in the previous era you can still research?:
 
  • no Tribal Guardian when settling first city
  • sometimes Tribal Villages will show up when I expose some of the map and sometimes they wont
  • End-of-Turn when its button is solid red (not changing shades of red)
    • Enter sometimes this works (as per BtS)
    • Shift-Enter sometimes works (as per hover over button)
    • sometimes none of the above work and I have to press the button
I always get Tribal Guardian.
Tribal Villages always show up.

Check if do you have any modified files - rightclick on mod folder, hover over TortoiseSVN and click on "Check for Modifications"
Upload your vanilla INI settings, user settings and save.
It sounds like you overwrote DLL and python files with older version.

Tech tree was revamped, there are now background pictures, researched techs have custom looks - representing display media of an era (see screenshots of tech tree - link is in my signature, background is chopped up in screenshots though).
On bottom there is minimap - dark blueish "-" are unresearched techs, red "-" are unresearchable techs, yellow "-" are selected techs, and grey "-" are researched techs.
Green and orange "-" is first and last selected tech.
 
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I repeat I deleted everything! Then created a new folder for the SVN stuff and updated it from the SVN. I then created the new game folder in the correct place and with the correct name and copied everything into there from my copy of the SVN.

I have rechecked my SVN version with the real one. It is the same. I have checked my game folder and it is the same.

Tech Tree:- so I am stuck with a crowded screen with to much irrelevant information in colours that have not been the rage since the the Pope's Swiss Guard were fashionable. Mind you they have always been about 400 years behind the what ever the current fashion.
 
I repeat I deleted everything! Then created a new folder for the SVN stuff and updated it from the SVN. I then created the new game folder in the correct place and with the correct name and copied everything into there from my copy of the SVN.

I have rechecked my SVN version with the real one. It is the same. I have checked my game folder and it is the same.

Tech Tree:- so I am stuck with a crowded screen with to much irrelevant information in colours that have not been the rage since the the Pope's Swiss Guard were fashionable. Mind you they have always been about 400 years behind the what ever the current fashion.
Do you enabled python logging?
You should always get tribal guardian.
Also tribal villages should be always visible.
Something fishy is going on your side.
Upload your vanilla INI settings and user settings.

And yeah, you can't hide researched techs now.
So what colors you would like for unresearched techs (unresearched techs from previous era have different color), selected tech (first, last and inbetween), and unresearchable techs?
Researched techs are themed - for example prehistoric researched tech look like stone tablet.
 
The Emancipation Proclamation National Wonder works differently from Great People's "Abolish Slavery" action. Please see the capital city (Uruk). If you take a Great Person (e.g. a Prophet) and do "abolish slavery", it destroys buildings, and converts slave specialists into Immigrants and traders. If you instead build the Emancipation Proclamation (1 turn), then the slave buildings and specialists remain in the city (but the worldview -- slavery and worldview -- human sacrifice disappear). Is this intended?

Also, a couple of notes. When converting slaves to immigrants, if you have fairly large cities, the immigrants are useless (since you can't settle them in cities above 7), so you essentially have to kill them off. Converting production slaves to traders is also kind of iffy, since you could, in theory, get a ton of those single-use free traders, which would be nigh-useless, unless upgraded. Would it, perhaps, be a little more appropriate to upgrade settled slaves to citizens instead?
 

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