Treasury value jumping all over the place

vancityryan

Chieftain
Joined
Mar 5, 2019
Messages
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Hi there
Please could I get an assist. I'm having issues with my treasury. It'll say e.g. balance 700 and monthly income 20. Next turn it goes to 720. Then monthly income is 25. Next turn it goes to 641. Etc etc.
I've reinstalled, set it to the beta version in steam. I am running the game as admin from the exe in the steam folder, not from the platform.
I had the issue with the latest SVN install, so I went and did a fresh install of the stable v41.2 version. Same issue persists.
Any ideas how to fix this?
 
Use latest SVN, and upload save, seems like python wonder or something is broken
Upload save
 
Hi there
Please could I get an assist. I'm having issues with my treasury. It'll say e.g. balance 700 and monthly income 20. Next turn it goes to 720. Then monthly income is 25. Next turn it goes to 641. Etc etc.
I've reinstalled, set it to the beta version in steam. I am running the game as admin from the exe in the steam folder, not from the platform.
I had the issue with the latest SVN install, so I went and did a fresh install of the stable v41.2 version. Same issue persists.
Any ideas how to fix this?

Yes check your city(s) specialists. The AI will shift them around and cause these type fluctuations not only in treasury but also in Research points/turn. AFAIK there is No Lock for the specialists. Ie put 1 on Merchant and 1 on preist and keep engineer empty. The AI once you start getting specialists does as it sees fit for the most part. You can change them but it's best to always check them regularly especially after a building, wonder, or anything else changes the number of specialists you can have per category.
 
Are you sure its ok? Just updated svn 11350 to 11380 and suddenly see those those fluctuation in gold/sience.
 

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Are you sure its ok? Just updated svn 11350 to 11380 and suddenly see those those fluctuation in gold/sience.
You must recalculate variables - ctrl+shift+T
There is some sort of soft incompatibility issue with terrain yield tag, that is solved if you do recalc

When new feature is introduced then sometimes saves just break partially if you don't recalc.
This is screenshot after recalc
Spoiler :

Civ4BeyondSword 2021-09-19 12-06-41-55.png

 
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This problem hasn't been solved yet. I lost 10k gold in 20 turns despite having a positive income...Treasury still fluctuates at a point where its almost unplayable. I have tried everything mentioned above but problem still remains. Any new advice?
 
This problem hasn't been solved yet. I lost 10k gold in 20 turns despite having a positive income...Treasury still fluctuates at a point where its almost unplayable. I have tried everything mentioned above but problem still remains. Any new advice?
Define "tried".
Did you check what specialists your cities had on the turn before and on this turn?
Also, if cities go from building normal stuff to building Culture/Trade/Research during the same turn (you produce more than you consume), these DO NOT reflect correctly in the PREDICTION.
Though that would rather end up with HIGHER incomes, not LOWER, unless you have automated cities, and AI plays it around all the time.
Does this also occur in the beginning of a game?
If so, it's much more easier to check, and I suggest you to start a new game and keep it to ONE city, then wait until the issue starts appearing and check that city's details.
Specialists being shuffled around, AI switching between buildings and Trade/Research, etc.
Or maybe Crime and Disease increasing (it IS an issue).
Because nothing happens "just because", but many things happen "behind the scene", so you have to check it thoroughly.
And limiting it to just ONE city makes it much easier.
 
Define "tried".
Did you check what specialists your cities had on the turn before and on this turn?
Also, if cities go from building normal stuff to building Culture/Trade/Research during the same turn (you produce more than you consume), these DO NOT reflect correctly in the PREDICTION.
Though that would rather end up with HIGHER incomes, not LOWER, unless you have automated cities, and AI plays it around all the time.
Does this also occur in the beginning of a game?
If so, it's much more easier to check, and I suggest you to start a new game and keep it to ONE city, then wait until the issue starts appearing and check that city's details.
Specialists being shuffled around, AI switching between buildings and Trade/Research, etc.
Or maybe Crime and Disease increasing (it IS an issue).
Because nothing happens "just because", but many things happen "behind the scene", so you have to check it thoroughly.
And limiting it to just ONE city makes it much easier.


Thanx for your quick reply! I have turned off auto-city management because i read about it in another thread ,so specialists are no issue since i kept them stable for more than 100 turns and problem still persists. Tried the recalculate ctrl+shift+T , same outcome. My only guess would be that the options of my game (gigantic - eternity with +40% - 20 civs - immortal - no revolutions) could break the game after a certain number of turns (Im currently in the 4410th turn and problem started arround 4000 maybe 100-200 turns earlier). My only way of dealing with it is pump up research to almost 100% or spying accordingly to avoid losing the extra gold. I will surely though try your one-city idea and see what happens. Cheers
 
Thanx for your quick reply! I have turned off auto-city management because i read about it in another thread ,so specialists are no issue since i kept them stable for more than 100 turns and problem still persists. Tried the recalculate ctrl+shift+T , same outcome. My only guess would be that the options of my game (gigantic - eternity with +40% - 20 civs - immortal - no revolutions) could break the game after a certain number of turns (Im currently in the 4410th turn and problem started arround 4000 maybe 100-200 turns earlier). My only way of dealing with it is pump up research to almost 100% or spying accordingly to avoid losing the extra gold. I will surely though try your one-city idea and see what happens. Cheers
Do tell me when you check it, but I'm saying that your problem looks weird to begin with.
Can you upload a save maybe?
Not sure it'd help, but...
 
I have noticed there's something odd about income calculation, that income can change when doing recalc is a good indication something is bugged.
 
Do tell me when you check it, but I'm saying that your problem looks weird to begin with.
Can you upload a save maybe?
Not sure it'd help, but...
Thanx again.Im sending you the save file.I usually never post anything about games BUT im 43 yo and have been playing all Civ and Civ-like games since the 1st one came out.... This one specifically is the most in-depth and satisfying mods-game i've ever put my hands on so im interested in making it as perfect as it can be. Hope to hear from you soon. Cheers!
 

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Thanx again.Im sending you the save file.I usually never post anything about games BUT im 43 yo and have been playing all Civ and Civ-like games since the 1st one came out.... This one specifically is the most in-depth and satisfying mods-game i've ever put my hands on so im interested in making it as perfect as it can be. Hope to hear from you soon. Cheers!
You most probably have installation bugs.
I loaded the save, DID NOT RECALCULATE (to not deviate from how you supposedly see it), played a few turns passively until Autosave, and then saved the game.
It kept consistently INCREASING income 11-15-16, then even jumped to 90+ somehow.
So, either you were doing something that was affecting it (there are MANY ways to do it in-game), or your installation is bugged.
But I'd guess it's the former, because this game (just like you said) is incredibly COMPLEX, so even "minor" decisions might end up being QUITE huge in the end.
On that note, can you spend a bit of time saving the game EACH turn, until it "bugs out" in any visible way - that is, if you are SURE that it has nothing to do with your actual decisions.
Civics, buildings, war, units - ALL of it (and more) can have an immediate effect on your income.
 

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This has happened to me many times, even without adjusting any values in the mod like I am want to do. I noticed something yesterday for the first time however. I had several workers set to making improvements simultaneously. With some of those terrain/bonus improvements, they cost gold to create. So I'm thiking the game/mod is calculating those costs separately from the monthly/turn turnover. Just a thought.
 
This has happened to me many times, even without adjusting any values in the mod like I am want to do. I noticed something yesterday for the first time however. I had several workers set to making improvements simultaneously. With some of those terrain/bonus improvements, they cost gold to create. So I'm thiking the game/mod is calculating those costs separately from the monthly/turn turnover. Just a thought.
I'd say it doesn't "calculate" them interface-wise at all, you just pay it upfront at the start of construction/terraforming.
 
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I'd say it doesn't "calculate" them interface-wise at all, you just pay it upfront at the start of construction/terraforming.
Which means it SHOULDN'T be accounted in the predicted "next turn income"... but I can't be 100% sure they AREN'T.
This mod is both very complex, and also very unpolished AND behind-the-scene, so it often "deceives" you about various stuff.
Like, I sometimes see my units DYING to 95% winning odds, which is, like, NONSENSE, given how C2C handles combat in the first place.
Thus, those "odds" are LYING about some thing or another, and it "deceives" me into thinking that the number is accurate, when it's very much NOT.
 
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