Re-posting of Persisting Bug:
Administration buildings: When upgrading an Administration building to the next step the specialists the new one gives are added onto what the old one gave. Village Hall to Town Hall gives a total of 3 specialists instead of 2. Come to think of it, as I've always just recalculated (now that that is possible) I don't know if the maintenance also stacks. Will have to check that next time I upgrade one.
River Authority buildings: When upgrading a River Authority building the extra commerce from river tiles stack rather than replace. When upgrading a River Port to River Authority it increases river tile commerce by 3 instead of 2. Recalculating fixes, of course, but should still not happen.
Will remember to check if any other benefits/penalties also stack.
Those are the ones I've noticed. When I have a chance I'll check the Boatyard to Marina combo, see if that stacks too.
Cheers
This is weird. I do not know why it would do this. If i set them all to 1 then the stacking should come out correct, however it would appear not to be an upgrade if i did since they would all have the same stats.
Perhaps AIAndy knows why <RiverPlotYieldChanges> stacks.
Code:<RiverPlotYieldChanges> <iYield>0</iYield> <iYield>0</iYield> <iYield>1</iYield> </RiverPlotYieldChanges>
during Combat crash, not repeatable atm... heres the dump.
Using current SVN 2132 I think.....
BG wrote:River Authority buildings: When upgrading a River Authority building the extra commerce from river tiles stack rather than replace. When upgrading a River Port to River Authority it increases river tile commerce by 3 instead of 2. Recalculating fixes, of course, but should still not happen.
I have some messed up pathing that I think you might enjoy.
The scribe and or colonist in this save file, (near memphis) want to go across 36 steps of water to go 6 squares down. See pic and attached save game.
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Upon moving some other units it self corrected the path the next time it cycled to them. SOO you might not be able to reproduce this if your not lucky.
They stack. In all my games so far it's happened. And no, not 5 total, Base+1+2 total. A Riverplot giving 1 commerce gave 2 commerce with River Port and +2 to a total of 4 commerce with River Authority.
Actually that got me thinking. Being Financial everything with 4 gives me 1 extra. In the ones I've noticed this I think I have been Financial. Not sure if it's a combination of being financial and the river yields. I'll have to check my current game when I get to River Authorities again, to make sure.
The Specialists DO happen though, in my current game. I'm recalculating after every upgrade I make to remove them but I don't know how long or often the AI's have had extra specialists due to this.
Cheers
Re-posting of Persisting Bug:
Administration buildings: When upgrading an Administration building to the next step the specialists the new one gives are added onto what the old one gave. Village Hall to Town Hall gives a total of 3 specialists instead of 2. Come to think of it, as I've always just recalculated (now that that is possible) I don't know if the maintenance also stacks. Will have to check that next time I upgrade one.
River Authority buildings: When upgrading a River Authority building the extra commerce from river tiles stack rather than replace. When upgrading a River Port to River Authority it increases river tile commerce by 3 instead of 2. Recalculating fixes, of course, but should still not happen.
Will remember to check if any other benefits/penalties also stack.
Those are the ones I've noticed. When I have a chance I'll check the Boatyard to Marina combo, see if that stacks too.
Cheers
Lumber Mill along River Side gives one in base so should be 3 commerce after upgrade. That's correct. If it's with a corner on the river then it's 0 base and 3 would be one too many. Might only be me it happens to. *sighs*
Cheers
Bug in the AI , as you can see below, in the very beginning of the game it purchase the upgrade for making xp with barbarians
If needed i can put a save
for the story this wanderer die some turns later against an horse
The AI is SUPER dumb about picking promotions, but regardless of that - give there are auo combat promotions on win (which are random from those available I think) in CC what makes you think this was an AI decision rather than a combat promotion? (not saying it isn't necessarily, but...)
V21 double entry in civinfo, two instances:
<City>TXT_KEY_CITY_NAME_HARAPPAN</City>