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

MattCA probably ran your save one round on the latest git version, which is not save compatible with the latest SVN version.
No, you would get straight error on loading save "wrong version of saved game" or something like that, and then game would crash.

I intentionally added it (changed single line in "kill saves" commit), so no one would be able to continue their ongoing game after savebreaking changes.
 
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Barter post is unlocked at Barter - earlier than agriculture.
So just build Barter Post as soon as you got Barter tech.
Population requirement could be removed from barter post, if storage pit didn't have it.

Also you said, that it was intentional for building prereqs to obsolete before buildings themselves.
That is buildings won't disappear from queue if you build all buildings.

Maybe buildings, that are resource producers, are requirement for other buildings, and for units could be filtered out.
That is adding new city filters.
except you don't know that and if you have a build queue with the dance hut (or any of the other 46 buildings) in it and discover agriculture they will be removed from the queue without telling you why. You could even be currently building one of those 47 buildings when you discover agriculture and boom your city that was building it can no longer do so. If it gave a warning, preferably a prompt you would not be tempted to through the game in as I did when this happened.

edit not only that but any of those 47 buildings you had built in your city stop working.
 
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except you don't know that and if you have a build queue with the dance hut (or any of the other 46 buildings) in it and discover agriculture they will be removed from the queue without telling you why. You could even be currently building one of those 47 buildings when you discover agriculture and boom your city that was building it can no longer do so. If it gave a warning, preferably a prompt you would not be tempted to through the game in as I did when this happened.

edit not only that but any of those 47 buildings you had built in your city stop working.
This sounds like its case with tons of buildings.
That is I have building X in queue, research tech Y, and then it suddenly disappears, because its building prereq or resource producer went obsolete (or trade of resource was ended).

And this is why I say: build all buildings.
I suggested building filters for buildings on discord, so you can filter out most important buildings (prereqs/resource producers).
 
This sounds like its case with tons of buildings.
That is I have building X in queue, research tech Y, and then it suddenly disappears, because its building prereq or resource producer went obsolete (or trade of resource was ended).

And this is why I say: build all buildings.
I suggested building filters for buildings on discord, so you can filter out most important buildings (prereqs/resource producers).
At least with most the upgrade path you take is the same as the upgrade path of the buildings. Here it is a totally different set of buildings that you have to build.
 
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Rest of ai cities is ~ 12-15 population while his capital 1 pop (was looking at map in world builder), apparently bad health managment...
1600+ decease...
 
1. Had a crash: heres the mini attached

2. how is the captive-immigrant supposed to give a +1 pop, whne there is NO btn for it?? pic1
 

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There's a strange rule that immigrants can only join cities that have less than 8 population points.

Don't know why the rule exist.
I'm not defending the rule because it really irritates me but keep in mind that population points represent more population each the higher the city's population is. I was kinda hoping we could someday figure out a way to get a more fixed number of people per population point consideration but initial attempts to play with the math seem to suggest it's not possible to encompass all eras this way.
 
I'm not defending the rule because it really irritates me but keep in mind that population points represent more population each the higher the city's population is. I was kinda hoping we could someday figure out a way to get a more fixed number of people per population point consideration but initial attempts to play with the math seem to suggest it's not possible to encompass all eras this way.
Yeah, I'm of the opinion that each pop should be an abstract representation of the city productiveness and that we should not try to equal any specific pop point to a head count.
One pop 10 city may contain 10 000 highly educated individual, being an elite city that can accomplish a lot with few people while another pop 10 city may contain 1 000 000 analphabets not capable of producing much at all but still can achieve the same as the 10 000 people in the other city.

It should be up to the player to imagine how many individuals the population point of a city might represent, and X pop does not need to represent the same in the prehistoric as it would in the cosmic era.
A space colony of pop 8 would probably contains far less people than a pop 8 city on earth and so on and so on, because only hard working overachievers would be shipped off to a science colony on mars.
 
There's a strange rule that immigrants can only join cities that have less than 8 population points.

Don't know why the rule exist.
Never knew it existed either. Explains why my last Captive -immigrant would not join the 1st city I sent it too but did on the second. :P "Old dog new trick".:rolleyes::wallbash::lol:
 
I think DH wanted immigrants to flow from big to small cities... Not sure if it actually makes sense as a hard rule, in modern times people tend to move from the rural areas into the urban areas leaving the countryside quite depopulated.
 
I must be one of those "depopulated" people. Back in my old stomping grounds where I grew up they called us "Ridge Runners". Now out in the cornfields just "children of the corn". :mischief::cowboy: I miss the ridge country......
 
Are you guys kidding?
This whole "colonists can't join big cities" cap has been eons old for ME.
If not a remnant from Civ2 to begin with, or something.
This is 100% Vanilla stuff.
Or am I missing something here?
 
Immigrants cost 2 population to make 1 immigrant and it can join a city with population less than seven. It was originally from another mod moved to C2C. I recently sent a bit of code to TB & Toffer that will allow settling in bigger cities if they have the correct infrastructure, based on the Admin line of buildings and the Palace.

The main reason it was not implemented at the first merge was because there was going to be some slum type building added to the larger cities that would slowly disappear over time. That functionality was available in the original mod but is not available in C2C, ie buildings only lasting for a number of turns. That way having many people joining a city in a short time frame could destableize the city.
 
The main reason it was not implemented at the first merge was because there was going to be some slum type building added to the larger cities that would slowly disappear over time. That functionality was available in the original mod but is not available in C2C, ie buildings only lasting for a number of turns. That way having many people joining a city in a short time frame could destableize the city.
Wouldn't that mean that a big city would be hit harder by this effect than a small city? I think a city with 5 million inhabitants has an easier time integrating 10,000 immigrants than a city of 5,000 inhabitants.
 
Wouldn't that mean that a big city would be hit harder by this effect than a small city? I think a city with 5 million inhabitants has an easier time integrating 10,000 immigrants than a city of 5,000 inhabitants.
Only if you design it that way.:mischief: The buildings making the difference need to be based on current population, how much "trouble" immigrants are currently causing and the source of the immigrants (their Culture, refugees, war captives, etc.)
 
How hard is it really just to keep things like Immigrants Simple To Use???:rolleyes::shake:
 
how do i kill the animals that go into the tunnel, i have a heloc and a destroyer(in yellow) neither can kill it??
Helicopters and destroyers both operate above a tunnel at the sea level. Use a ground travelling land unit.
 
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