Psyringe
Scout
If youdon't use any mods, and those two files are the only ones in your CustomAssets, then there shouldn't be any conflivt. But I'd try removing then anyway to see whether the interface returns.
I have a save, but its from a mod. (only dll in mod is yours)Ok, turns out that I was misreading my own code (ha!), and that it does actually properly check the amount of gold it has before building. I'm just adjusting the weighting now to try and make sure that it'll still build Executives, but just not as often (especially if it can't afford to use them).
I could use a few more saves with the AI still building (useless) Executives, if anyone has them, so I can verify that the weighting works properly.
I did look into the idea of having the AI save gold, and not "waste" it hurrying, but the problem with that is the concept of "waste". It's very hard to know whether the AI would be better off hurrying a building/unit, or spreading a corporation. So I think the "don't build them if you can't use them and/or have too many already" approach is preferable right now.
Bh
Hrm... is this a bug? Seems like one to me:
I invaded and ultimately conquered the Spanish empire, which was bordered by the Khmer, more specifically by cities that the Khmer had taken from Spain prior to her demise. Now, as soon as I took the last Spanish city Khmer culture overwhelmed my lands - suddenly 100% of the people in my conquered city were Khmer! WTH!? So here I am with Madrid, the Spanish capital, a city in a gorgeous location for mass merchants/Wall street (it also has the most important religious shrine I think!!!) and I can't even use it yet (I'm gonna try sending in a Great Artist)![]()
What gives?![]()
and since the AI does seem to have a proper idea about when it has the money to spread corps,
I'd say just limit Executive number to the lower of
# of potential targets
OR
# that it can afford right now (possibly plus 1)
Even 1/2 Number of potential targets rounded up might work.
Well, it doesn't completely have an idea. It still thinks the money it generated that turn is available, when it might not be.
I'd like to avoid using the "potential target" route because it's extremely problematic. You have to deal with issues like Open Borders, overseas Colonies, etc. Right now I'm doing a combination of "how many Executives do we have in total, how many do we have in the current city, and can we afford to spread a corporation?".
The only problem is that the latter is almost always "no" once a Civ hits Universal Sufferage. If I can find some way to ensure that the AI will allocate enough money for it, while still rush buying priority items, that would be the best solution. AI prioritization is always a tricky issue tho'.
Bh
Do you have the save from the turn of the second capitulation (or a few turns before)?
Bh
Do you have the save from the turn of the second capitulation (or a few turns before)?
Bh
I also had the exact same thing happen to me I will include the a couple of saves leading up to this event.
BTW, excellent work on the fixes to make this game even better than it already is.
Do you have the save from the turn of the second capitulation (or a few turns before)?
Bh
A strange bug with Apostolic Palace:
There are 3 civs:
me - AP full member
Joao - AP resident
Bismark - AP full member
I am at war with Joao and Bismark. Then Joao proposes the resolution "Stop war with our brothers in peace". It succeeds. But the war stops only with Bismark and still continues with Joao. How is that?
There was an event that occurred that affected the Drydock. It had 2 options. The first was to receive +4 hammers on the Drydock. The second was to receive +2 hammers and +1 health. I chose the second option, and the health effects did not appear in game. I checked that it wasn't just a display bug on the left hand side of the city screen by manually counting the health. The XML does have the second option listed properly.