I was playing a quick game in single player and I noticed that the AI somehow managed to get a hold of a slinger. Babylon is allied with Hanoi, so it could have been a gift, but Hanoi shouldn't be able to produce slingers either. I vaguely remember city states being able to build terrace farms in previous versions so this could be related.
City States can build unique units. Maybe they play as minature versions of a regular civ. If it is military City State, it can gift you another civ's unique unit. In my games any one City State seems to give me unique units of only one civ.
After the new patch when i playing 30m-1h the game it is start to lagging. Sometimes work right... and lagging or low fps again... So its very frustrating.... looks like a memory problem... I already reinstalled the game/windows so everything and bought more memory but the problem is the same...
Samsung R780 laptop
i5 430 ~2.3Ghz
nvidia Geforce GT 330M 1gb
windows 7 64bit
Thanks for help!
Hi there, pnr.
This is not clearly a bug in Civ, so here is not the best place to post this. You would do better to ask about your problem in the Civilization 5 Support forum.
Civ5 cannot use more than 3GB of memory so adding more will not help its performance.
Yesterday, I downloaded some DLC's for civ5. When I started it, everything started normal,it loads the game, BUT, when I found my first city, it tells me to choose production, which works fine, but when it tells me to choose a research, I click it but there is no text or any tech to choose. I even checked the tech tree, but the tree is there but no techs to choose. I can't end my turn! Please tell me how to fix this bug. >_<
AI workers with nothing to do are sent to sleep in cities - when this happens in the AI capital it stops the AI from completing a space race victory
Germany has completed all the spaceship parts (indicated by magenta) but the sleeping working in the capital (cyan box) has stopped them from reacing the capital and hence the AI beating me.
Even if you use FireTuner to delete the worker, the AI doesn't win, as although one or two of the parts will make for the capital, even when they arrive they are not added to the ship - it appears that they have lost their "build spaceship" mission.
The solution is probably not to let workers sleep in the capital.
+1 automated workers in capital blocking space parts.
Not a bug, but a missing feature regarding Pacts of Friendship. They are not included in the list of active or completed deals. Their expiration is not alway shown in the column of notifications (Your pact of friendship with X has expired and will need to be renewed.) [bug]. The only way to know for sure is to go to the diplomatic screen and see if you can offer it. It would help if the game would keep track of this so you would know at any time when it is due to expire. Otherwise, you have to keep track of it yourself and remember when the 50 turns (standard) have gone by.
I think the "Global Overview" tab in the diplomacy screen lists civs with a DoF as "Friends with YOU". Not a solution to your bug, but does save you having to go the each individual leader screen to see if it's available.
Originally Posted by circuitrider
Thanks. I look at that panel often, forgot about the DOF notice on it.
Still no clue from it how many turns left in the DoF.
Nicely spotted. You need an overview of their capital to see this.
Originally Posted by whoward69
There were occasional puzzled enquiries once on the forum from players who didn't understand why they couldn't build their spaceship. They didn't realise their automated workers had gone to sleep in the capital. So it happens to the AI too, eh?
It makes me wonder how often this has happened in my games.
With Honor 1, the game's supposed to notify you when a barbarian encampment springs up in revealed territory. But it doesn't do it in Hotseat mode. So I'm left having to check all of the revealed territory every time I load a new turn.
I have been struggling with the savegame issues for a long time and has caused me a headache and lots of lost time. I have sent a bug report when the version was 126.96.36.1998, but the same issue still exists..
Games with huge map at the late game seems to be quite impossible to load - saved game loading freezes at some point, sometimes ending up to civ being closed by DEP, sometimes civ just stops loading (CPU load drops to 0%). Also observed that by the memory consumption from task manager I can see that if the memory consumption freezes with some amount (900M-1.2G usually), I'll know that Civ is not really doing anything anymore even though it hasn't crashed yet.
Some times the game is loaded but the success percentage isn't good, maybe 1/10 times the game is loaded successfully without some crash or civ just not doing anything.
Civ V is running on 64-bit Vista with Q9550 (@3.4GHz), 4G of RAM and Radeon 6970 so I don't think this shouldn't be about the insuffucient HW. Please, try to find out what's wrong with saved games not loading..
Maybe someone with a new kick-ass HW could also try to load the saved game below and see if it works fine with you?
Beware, the saved game takes ~10 min to load with my HW, so don't be too hasty.
Last edited by Latvis; 05-03-2012 at 12:57 PM.
Reason: load time corrected
I'm getting the following error when I try to load a saved game from the mod: SPQR Rise of Rome. The mod will now be terminated and put on hold until this is figured out.
Well, you can't really expect Firaxis to make a fix for a mod. You'll have to fix this on your end.
I'm pretty sure the bug has nothing to do with the code in the mod, and everything to do with how the game saves and loads modded games.
edit: You were right. It was my XML code of deleting certain promotions that caused the bug. Thanks for making me look closer
Last edited by Kruelgor; 04-14-2012 at 10:51 PM.
Loading saved games has caused a lot of frustration and lost time for me. Seems that it's near to impossible to load the saved game with huge map later on the game (turn 466 in the example below). Savegame load ends up to either windows DEP or Civ just stops doing anything.
IMO the rig shouldn't be the issue (Q9550@3.4GHz, 4GB RAM, Radeon 6970, 64-bit Vista), but someone with a real kick-ass HW could also have a try with the savegame below and report back. Beware, it can take ~10 minutes or so to load when successful. I have two monitors so it's handy to have a task manager open on another screen and see if CPU load drops on Civ to zero or if memory allocation of Civ stops increasing or DEP kicks in, hope is lost.
Never question me again.
Originally Posted by Kruelgor
There seems to be a related bug to the "workers stop spaceship parts" issue in that if AI Great Merchants are blocked from their final target hex (usually by a CS unit moving into it) they also lose their mission and wander around aimlessly or just "park up"
Just a couple I've noticed - let me know if any are incorrect:
When the game suggests you build a road over a luxury (eg. when there's a city opposite to connect a trade route to), the tooltip that pops up says that building the road will connect the resource to the trade network and increase happiness throughout the empire. This happens without a road there already, but the tooltip could confuse people new to the game into building roads to all their luxuries.
When treasury is at 0 and with negative income a notification appears warning that if your GPT reaches -5 or worse then units will be forced to disband, however I've had ~-10GPT for about 20 turns before and no units have disbanded. Has anyone had units actually disappear from this?
In multiplayer, the AI seems to be much less potent than the same level in single player. Most notably it seems worse at conducting wars against other AI players.
In multiplayer barbarians can spawn from camps and attack in the same turn - very annoying as it means you can't really plan anything when attacking a camp.
Also seen the AI failing to transport the spaceship parts to the capital as described above.
Bugs since initial release
When set to not show pop up messages, the pop up message for gold gained for clearing a barbarian encampment still pops up
When set to not show pop up messages, there is no notification at all for getting culture from a goodie hut. Other events display as a line of text near the top of the display (the notification log area I guess), but culture doesn't. Might leave people who don't realise thinking that nothing happened.
I'm not so happy with this answer as there is no support in the Civ V Support Forum. I haven't seen anybody with anything helpful to say there in a year or more.
Originally Posted by eastkitton
And if this is not a bug, what is it? I am suffering the same problem: even from the first go, the time it takes the AI to 'process other player's turns' can be five minutes. Yes, you read that right: FIVE MINUTES. I am not talking about turn 300 but turn 1. I have re-installed the game so many times I've lost count and I have even re-installed Windows, but it doesn't speed up. The game used to play fine, hardly even slowed in the later stages. Now it is like playing chess by email.
OK - so this is the kind of spooky paranoia that only happens in movies.
After suffering with this weird slowness of the re-installed Civ V for the last couple of months, I finally wrote in this thread and the game has now gone back to normal speed. Like instantly. Except that the city names are all now TXT_KEY_CITY_NAME_BABYLON etc. The gold counter at the top is now TXT_KEY_TOP_PANEL_GOLD, etc. All the available buildings in the construction screen have no build time associated with them (although they do on the city name panel).
As far as I can tell, this is responding to the network being unplugged from the computer, whether that means that the internet or just the network is bothering it, I don't know.
Any ideas? How do I get the city names back?
I also have two things I'd like to add:
1. In my last game at a certain point I had two cotton. So I tried to sell it to the other nations. China took it for around 200 gold + 10 gold per round. One or two rounds later they ask me to help them out und give them around 300 gold. That's a behaviour that should not happen. You can choose between a hit in diplomacy now by refusing help or give them the gold and so having nothing got for the cotton.
2. Another point that always annoys me is that when another civ is declaring war on me and attacking me. I usually only defend myself in early games. By that I mean I attack their forces from my cities with city defenses. If there is peace again later I still get a negative hit in diplomacy for "You have acted belligerently toward us." (or similar, my ingame-language isn't english). I think you should have the right to attack (or defend) attacking (incl. war declaring) civs within your own borders without a hit in diplomacy.
For sure. I'm surprised.
Originally Posted by Frode
The thread this comes from talks about this, although not everything said there is correct...
Originally Posted by bigden
It appears that if you remove a road in a forest hex, that forest will cost full rough movement for Hiawatha's forces even if it is within his cultural borders. However, it will not break trade routes depending on a road in that hex.
There is a thread on CFC on this.
If you build a road in someone else's land, he will pay for the maintenance.
This is more of an exploit perhaps (e.g. you can crash an AIs economy by building roads in his land).
My bugreport has nothing to do with building roads in enemy territory. When you play Hiawatha all forest tiles in your territory is treated as having roads both for movement and trade network purposes. So naturally you will want to remove roads already built there to save cost, but if you do your forces will no longer benefit from the automatic road feature.
Is there any binomial probability that civilization V will have no bugs one day?
Escpecialy those bugs which are still here since release?
Victoy progress > score list - missing a scroll bar.
Economic overview > diplomcy GPT expences not correct(same as income).
Constructed road to CS not recognized by CS.
Next turn still hangs sometimes when unit needs an action not showing me which unit needs an actoion. (this rarley hapens on huge maps in late game)
Well no point in small patches this close to the expansion. I think I saw somewhere that a patch will be released with the Gods and Kings launch.
game is freezing on turn 60 and above only get two turns with my 3 friends until it freezes and we have to restart the lobby gets annoying and tedious and dosent let us enjoy the game is anyone else having this problem and i could use a patch on this please.
When AI comes and demands some free gift/money from me (it would be also nice if these demands stop, i will NEVER give them anything for free - but that's not the point here), the trade windows stays locked on one-side-offers only mode. I need to to either reload the game to be able to ask for something in return from AI or wait until they come with such offer (and reset the trade window to double-side-offers mode).
Sorry, but you're wrong.
Originally Posted by VLAK79
If you wish a good relations with the AI then you have pay for it.
When AI demans stuff you ether give them what they want or you don't.
If you wish to avoid AI from demanding stuff from you then don't declare friendship with them and they won't demand stuff from you.
The art of diplomacy is to avoid hostality and wars which are far more expensive then gifting stuff to AI
Playing with huge maps, have you encountered to the savegame loading issue I have had?
Originally Posted by codekiddy
Could you try to load the savegame from my post above?
Sorry, I never had problems with saved games so I can't help you here
actually I had once only and it was BSOD while loading saved game, I figured out later it was a graphic driver problem.
Then I reinstalled it and no problm until now
None of the myriad bugs I've reported have been fixed.
Windows key + D ("show the desktop") is broken. CivV refuses to let me see the desktop. Sometimes I get to see other open windows but never the desktop.
Nothing automated works properly.
Automated workers improve the wrong tiles with the wrong features in the wrong order. They are programmed to maximise unhappiness, minimise gold output and destroy production. They usually improve desert before iron and they always drop everything useful and build a road to the other end of the earth if a CS requests it - especially if this can destroy your economy. This is what they should do in prioritised order:
Capital tiles first
improve luxuries you don't already have
hills: mine (never anything else except hill farms next to mountains)
forest: lumber mill (never anything else)
jungle: trading post
bananas: trading post NOW LET ME DO THAT
grass/plains near capital: farm
grass/plains w/o fresh water: trading post unless city is starving
grass/plains with fresh water: farm
roads: only if benefit from trade route outweighs cost. If there is a choice between tiles always build roads in rough terrain. Never build roads in forest as Iroquois (railroads are OK).
marsh: always clear marshes unless player only plays defensively in which case you're doing it wrong
Each city needs enough of its best tiles improved to employ all citizens (doesn't need more tiles improved unless all cities have enough tiles improved).
In addition if automated workers don't have anything to do they hide in cities. This is fine. They hide WITH ALL THEIR MOVEMENT POINTS USED UP - THIS IS WRONG, ANNOYING, FRUSTRATING, IDIOTIC ETC. Stop doing that! Stop using up MP without a reason, just pretend I pressed <space> so I can move the annoying idiots out of the way so I can save a great person (GP) from enemies but removing the worker and moving the GP into the city. At the very least let me delete workers that you've used up MPs for. Ideally they should go to the next tile that may be improved (they next tile the city will expand to) and wait there. Whilst waiting they can post to this forum and complain about all the other bugs and why they don't get fixed.
In addition: STOP COMMITTING SUICIDE!!! If there's an enemy ship nearby DON'T GO SWIMMING. Don't try walking through enemy lines.
These only explore unvisited tiles. They should explore unseen tiles that they could see if they moved close by. Example: If you've explored all coast with embarked scouts and finally get round to building a trireme it should traverse all the coast/ocean border because it can see further than the embarked scouts. If the trireme then levels up and gets improved sight, repeat. Same for inaccessible land and other units with improved sight.
The main bug here isn't the terrible algorithm but the "developer" who created and implemented it.
Most of this worked in Civ II - very well. Stop reinventing the wheel as an ellipse and get some developers who know what they're doing!
||: IMNSHO :||
Automated work boats don't work - at least I've seen lots of them wandering aimlessly around but never seen them improve anything. Both workers and work boats need an "explore automatically" option.
"STOP COMMITTING SUICIDE!!! If there's an enemy ship nearby DON'T GO SWIMMING." applies to automated explorers too. Tell them to stop suiciding by going into enemy territory too
Last edited by t00tie; 06-03-2012 at 05:02 AM.
A Cultural victory is probably the hardest but it gives very few points compared to other victories.
"Animated combat" should be in Options, not on a per-game basis. At least let us set which default we want in Options. It should be possible to turn this on and off in-game.