Thanks for the comment.
I played the Norse (of course) with 11 rival civs and warlord difficulty. After ca. 70 turns I entered the next era as number two. I reloaded, and everything looked fine. I ended my turn and waited until AI was done, then a message about treasury running low, and just when the game was about to hand the control over to me, it crashed to desktop (only Microsofts message "We're sorry for the inconvinience"). I reloaded several times, but the same thing happened - both with and without the Expanded editor running in the background.
So the crash happened every time, and you had no choice but to reload an earlier save?
When the first civ entered a new era, I reloaded and continued playing without any problems. I noticed that when the science advisor popped up after my last first-era tech was researched, his recommandation was quote:"LATE BRONZE AGE". If I chose one of the other available techs, it would be listed as second in the queue.
So, to avoid the previous bug, instead of generating a new save when you reached a new era, you did that when the first civ reached a new era?
To be sure:
- Civ A reached era 2, it's the first to reach era 2. You generate save --> it works
- You reached era 2, you are second to do so, you generate save (but didn't do it earlier) --> it crashes systematically?
For the "LATE BRONZE AGE", it's a mandatory tech that everyone should get, I use it to control the change of era.
I then started a new game as Germania, the same settings as my first - except I had "No Barbarians" to see if the whimpy AI would upgrade its settler-recruits. (there were still goody huts, though). This game also crashed when I was about to start on my second turn in the next era. Reloading the game didn't help - it crashed just like the first game.
Where you the first to reach this era?
Anyway - the AI built the barracks and upgraded the recruits. I didn't see any of them selling the barracks. Two or Three civs had their settler-recruits idling in the capital without upgrading them, but there were enemies nearby (barbarians 8-9 tiles away), so that might have been the reason. Other civs upgraded to settlers and founded new cities alright. BTW: Have anyone tried to give the settlers attack and/or defence-strength to see if that makes the AI somewhat "braver"?
The AI not upgrading their settlers, were they always the same civilizations?
The first era of the game was un-eventful. Few improvements available, slow workers, and economy in ruins (first game). I switched to Monarchy once it was researched, but that was a bad idea - due to the heavy unit maintanance cost. I had to disband several units and let the recruits sit un-upgraded in the cities to avoid bankrupcy. In my second game I treated Monarchy as a "shunned" government, and there were no credit-crunch as long as I sticked to despotism. ..It appears to me that AI quickly builds up a large military, so the autoproduced units becomes more like a drop in the ocean. Some had 40+ units after50-60 turns.
May be I need to increase the cost of the spearmen and warriors, so the auto production is more important. Direct production of units is there mostly to avoid a systematic crash if no unit are available.
I also need to rework the maintenance cost it seems. How many units and cities did you have with your maintenance problem?
As a side not, the first era is there more or less for exploration, starting to get the auto production buildings in place, fighting some barbarians. It's more or less design for a "city state" style of play. So it's relatively normal you don't have much to do.
I think I might have clicked "Update" a few times, since the "ta-ra"-sound alerted me whenever some civ entered a new era. At the start of the game only the first era was visible in science advisor, but just prior to the crash, all four eras were visible. Can updating too often cause problems?
It should be safe to reload often. Actually in can help the AI, since it will auto upgrade the units he may have forgotten to upgrade earlier.
Normally, you should play with the small window with the nb of ellapsed turns always on top, and reload every time you hear the "tada" and see the red text, so everytime any civ reaches a new era.
If you don't do this, the AI may run out of tech to research, or his units may become obsolete but the new units are not added to the rules.
If you look at the civ pedia, you'll see it's relatively empty initially, and you will have new unis when moving forward through the eras, and some obsolete units disappearing.
You should also notice changes in the name of the civ and leaders, the traits... BTW, did you get the splash screen with your civ informations for the next era?
Another thing I noticed is that when starting a new game my civ-name (for example Germania) is replaced with DEBUG. After the first update it changes to normal ("Active Unit"-box bottom right).
Don't forget the gameis in debug mod for the moment, so it's normal your civ name is replaced. This way we can see what the AI is doing with the units.
However, perhaps it can create some side effect that could explain some of the crash (some internal differences?)
If I want to try tweaking the mod, is it the generated .biq-file I should edit? and would the changes be overwritten when the editor updates?
If you edit the biq, it will be only for the start of the game, it's not use after. The monitor directly creates new autosave from the biqx, replacing all the embedded rules with updates rules.
If you want, you can use my editor to tweak directly the biqx file.