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

where is the POP limit gone??? should only be able to build 1 town first(1st tech), then 2-3(Chiefdom), etc something like that, was there before??

they didnt bother going too far from their area for a loooong time????
Game option controlling that is now called "Happiness penalties from Overexpansion"
Originally selecting it turned it off.
Now you have to select it to turn it on.
It was merged with "scale city limits", so those limits are bigger on bigger maps.
 
The original point was that the barb city in question started off with 50% defense while still a 1 City tile city on a plain/flood plain. That seems high considering my Capitol at that time on a similar tile had 12%. The barb cities get too much city D to start off with and this is on Noble level.
Yeah I'm not sure why that's taking place. I didn't see the city defense number in that - the unit itself has some native city defense that would've added to it for the total.
 
Well once stone tools are obsoleted building loses +3% boost to production from stone tools.
This is why now I made it so Stone Tools Workshop obsoletes together with Omega Child Crew.
This building upgrade chain would avoid that issue.
The fact that the building is appropriately losing yields is precisely a reason that it should not obsolete. If it has lost all its yields, that's a bug, because it should keep some :hammers: and :gold: until Information Era at least.
 
The fact that the building is appropriately losing yields is precisely a reason that it should not obsolete. If it has lost all its yields, that's a bug, because it should keep some :hammers: and :gold: until Information Era at least.
Spoiler :

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@JosEPh_II can you upload that save?
It seems like there was forest or other feature before that barbarian city spawned, maybe its hidden?

Some buildings give huge boost to defense in Neanderthal/barbarian cities.
Spoiler :

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On your post I see cave two tiles away - it unlocks autobuilds, that give +50% to city defense.
That is caves up to two tiles away and forests on city tiles can have big boost to city defense.

I think it was part of barbarian rework.
 
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On your post I see cave two tiles away - it unlocks autobuilds, that give +50% to city defense.
Some of the new stuff interacting I see.
Save game is below for your pleasure. Updated to 11135 thru SVN. :)

I finally captured that city by Culture and constantly picking off small groups of roving barbs. Had a city to SE of it that was attacked by a barb Stack of over 30 units and it survived because of Obsidian units and Earth walls. Now I'm pushing at the original barb city to the North and getting a foothold on the barb territory to the east. The Barbs cut me off from Spain and Maori, and vice versa. So I do have that (AI interference) not to contend with yet.

But since this is a Noble game on Normal, Large World map with only 7 AI. There is plenty of room to fight and eventually grow into.
 

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They have the cave dwelling autobuild housing which gives +50% city defense.
Something I had not caught on to yet it seems. :p Today's change is...for this :old::cowboy:
 
Scientific victory had very simple bug:
Ascension Gate module override was missing one tag - victorythreshold was present in core but not in pepper's module.
This was what broke this victory condition.

Fix is being pushed to SVN.

Now its fixed in SVN.
 
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They have the cave dwelling autobuild housing which gives +50% city defense.
Shouldn't this benefit only exist if the caves are on the same plot as the city? This is pretty intense.
 
Shouldn't this benefit only exist if the caves are on the same plot as the city? This is pretty intense.
Yeah, I didn't design it, if the caves are on the same plot as the city the city defender gets an additional 50% terrain defense, that can't even be bombarded away; resulting in cave dwelling + caves on plot giving 100% defense modifier.

In MToS I've reduced both of those values to 20%.
 
Yeah, I didn't design it, if the caves are on the same plot as the city the city defender gets an additional 50% terrain defense, that can't even be bombarded away; resulting in cave dwelling + caves on plot giving 100% defense modifier.

In MToS I've reduced both of those values to 20%.
Maybe both to 25 would work pretty well.
 
Shouldn't this benefit only exist if the caves are on the same plot as the city? This is pretty intense.
That was the way I thought it was. Or at least supposed to be.
 
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Seems i was somehow able to add national smelter in queue in 2 different sities O.o
If you are using the latest SVN and playing a game started before SVN 11135 release your game may have "Wonky" occurrences such as this. I continued an earlier game and I could build the 1st National Wonder ( the Fire one) in multiple cities after I updated. I could have extended Golden age if I wanted to build multiples.

Toffer90 warned that playing older games after SVN 11135 would "break" games.
 
If you are using the latest SVN and playing a game started before SVN 11135 release your game may have "Wonky" occurrences such as this. I continued an earlier game and I could build the 1st National Wonder ( the Fire one) in multiple cities after I updated. I could have extended Golden age if I wanted to build multiples.

Toffer90 warned that playing older games after SVN 11135 would "break" games.
I stayed on svn 11131 i think or 11134, still bug explained ;)
 
I stayed on svn 11131 i think or 11134, still bug explained ;)
Still may not get attention because the SVN has been Updated! And the Git version is even further updated. Just sayin' you may be reporting oddities that are not really a factor any more.
 
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