I have reproduced it. It's a bug in the new PropertyBuildings code, which parses the XML incorrectly. I'm working on it...
Retested by starting a new game. The palace is there on turn 1 for me, the next turn it is gone from the building list. Replacing it manually causes it to be removed the next turn as well.
Oups, forgot the i++.I have reproduced it. It's a bug in the new PropertyBuildings code, which parses the XML incorrectly. I'm working on it...
That is because the check for that is not yet in. Will be soon though.The new crime system looks nice & fancy, but it is giving me crimes when I don't have the tech requirements for them (see attachment)
Any info yet on why BFC third ring with Metropolitan Administration (and with Capital Administration I later found out) doubles the need to grow food?
Cheers
SVN 2059
Pathing bug trying to move settler north 1 at start. Initially when I was playing it previewed the incorrect path, goes across the river west 1 then diagonally northeast 1.
On reloading the save it shows the correct preview path, but still uses the incorrect path that takes up all its movement.
@the awesome Koshling: Somewhere I remember something being discussed about AI and it's overproduction of ships. I also remember something was done to change this, at least for Caravel and earlier ships. It might just be that the same tweak wasn't done to Barbary Corsairs for the Pirates and Merchant addition, which did come a ways after that fix.
In the game I'm running and posting a save game of the Zulus have loads of Barbary Corsairs. Loads. Especially in their capital city Ulundi where they have 55 of them just idling.
The Zulu are also running Slavery and still get the -1 unhappy face for "We Enjoy Our Freedom from Slavery". That must surely be a bug.
They have an unlimited amount of cash too. Wow is all I can say about that. And they still don't have as much as the Chinese.
Cheers
@the awesome Koshling: Somewhere I remember something being discussed about AI and it's overproduction of ships. I also remember something was done to change this, at least for Caravel and earlier ships. It might just be that the same tweak wasn't done to Barbary Corsairs for the Pirates and Merchant addition, which did come a ways after that fix.
In the game I'm running and posting a save game of the Zulus have loads of Barbary Corsairs. Loads. Especially in their capital city Ulundi where they have 55 of them just idling.
The Zulu are also running Slavery and still get the -1 unhappy face for "We Enjoy Our Freedom from Slavery". That must surely be a bug.
They have an unlimited amount of cash too. Wow is all I can say about that. And they still don't have as much as the Chinese.
Cheers
For a few days now the SVN version won't any options from the bug mod options window, I have to reset everything each time I restart the game.
@Koshling: That's in percent I take it, so 0 is no additionally increased food required?
@the equally awesome Dancing Hoskuld: Great, easy and fast fix, awesome. Thought it would have to be Koshling due to it being AI behaviour, guess I was wrong.
@whomever might want to answer: Does anyone know if the option to limit stack size in BUG has any significant downside for the AI and it's decisions on what units to bring to a fight, and to defend with?
Cheers
I've played with this option for as long as I remember, starting with a limit of 5 or 6 and increasing when certain military techs are researched. Here are my experiences with it:
The AI materially improved around v19 or 20 in the stacks that I saw. In earlier versions the AI would overload on non-attacking units like healers to make a large defensive stack in the capital. I have not seen this behaviour recently. However the effect I am seeing could also be caused by the combat reduction I apply to the Healer line.
The AI does a good job of mixing the content of the stacks. The most common AI stack I see in the Prehistoric era is 1 -2 Stone Axemen, 1 -2 Slingers, and 1 Tracker or Hunter. That bloody Hunter or Tracker WILL use the 2 movement factor to pick off weak units or workers behind your front line. Nice!
As mentioned elsewhere, the AI does not understand Surround and Destroy, so that factor of smaller stacks hurts the AI in combat.
Defensively I have seen the AI refresh the stack in the city I am sieging with units in stacks behind the city.
Overall I'm happy with the stacking limit. Based on how I raise the limit for researching certain military techs I would be thrilled if the stacking limit were per country, but I also suspect that would just be another advantage when a Civ pulls ahead tech wise. It seems pretty hard to catch up as is.
...I do NOT recommend using stack limits (at least nothing under a dozen or so, preferably 20+) currently.