When you post a bug please try to describe the bug with as much detail as you can, so others can try to reproduce the bug. Describe what it effected, if there was a single cause to the bug, and if it happened over and over again or if it was a one time event. Also please include a save game if you can. Additionally you should make a short list of your hardware.
Startup Issues
*The game installs correctly and plays the intro movie but it scrambles the screen at the main menu, acting like the refresh rate is too high
P2 350, 256mb, Win2k, SB awe 64, 30gb HD, gf2 mx 32mb
D 900, gf2 MX400 64mb, Win XP (10.80 and 21.85), Win2k (21.83), SB Live! Value
Possible Workaround available here
*The game correctly installs and allows the player to select all of the map options etc, however the map loading bar gets to 100% and gives an Invalid page fault error. If tried in the Tutorial or Quick Start, it did the same thing, getting to 100% and then the crashes
A 1Ghz, 128mb, TNT2 M64 (32 MB), 20GB, 12X DVD-ROM, 32X CD-RW, Sylvania F90 19
*When loading a scenaio, civ3.exe encounted a "divide by zero" error that crashes the game
A 750, 128mb, Radeon PCI 32mb, 40x cd rom
*Consistantly gets an "Illegal Operation" error before the game even makes it to the intro movie
ThinkPad 600x P3 500, 192mb, NeoMagic MagicMedia 256ZX, Crystal SoundFusion, Win98SE
*Clicking the circle to advance from the map setup parameters screen causes the game to shut down giving the following message "this program has preformed an illegal opperation and will be shut down." The tutorial game will start up but it shows the same message within a few seconds.
k6 400, 64mb, win95
Gameplay Issues
*Hitting the Build key causes an "unable to allocate draw buffer" message and Civ3 dies
A 750, 128mb, Radeon PCI 32mb, 40x cd rom
*Capturing an enemy city and selected the "Raze City" option, to which Civ3 responded by exiting to the desktop with an Illegal Operation error message
*Problem with changing the state of units: A city just produced a spearman and it is active. There is also a fortified warrior in the same city. By going to the city screen and right-clicking warrior and choose activate, then right-clicking the spearman and choose fortify locks the game
Addendum (11/10/01): Activate one unit and fortify another while in the city screen. The unit being fortified was the 'active' unit (ready to move) at the time. The game doesn't completely lock up, instead it stops responding to input. The animations and sounds keep playing, the mouse cursor moves, etc., but clicking the mouse or pressing keys has no effect on the game. Have to use C/A/D to exit this
P2 450, 512Mb, gf2 32mb, DX8.0a
WinXP, AXP 1600, 512mb, GF3 Ti200 (21.85)
*Built a worker in a captured Roman city that still had a resistor, it gave the worker's nationality as "(barbarian)" in the right-click menu and put a jumble of ASCII characters in the unit display box
Screenshot
*Problem with lighthouse: Galley should be safe on 'sea' squares, but not ocean. However, in 1000 years, five galleys never sank once, out in the depths for a 100 turns or so
*Players fighters do not seem to be able to ever intercept an enemy bomber even when they have selected the Air Superiority Mission
Savegame verification
*100 million dollar bug: The player is able to ask the AI civs for upwards of 1,000,000 gold per turn and they will happily pay it every turn, even if they don't have the money.
Addendum: The AI refused to trade 1 Luxury + 50 Gold (lump sum) in exchange for 1 Luxury + Printing Press, but agreed to the trade when the lump sum was changed to 15 Gold (per turn). That's a minimum of 300 Gold. The AI had 235 Gold in the Treasury at the time these issues could possibly have a link, such as the AI never loses money when paying gold on a per turn basis)
*Precision bombing/Infinite Range Bomber range bugs: Precision bombing will only work against friendly cities if the player either presses "P" or uses the mouse to select Precision bombing, except if the player holds down on the "P" or "B" keys. By selecting anywhere on the map and holding down on the "P" or "B" keys the player can then initiate a strike of umlimited range.
*Multiple Civs can build Magellan's Voyage even though it is a Great Wonder.
*Obsolete Units are in the build que throughout the game: The following units do not upgrade.
Swordsman, Longbowman, Cavalry, Frigate, Ironclad, Bomber, Privateer. Thus they, or less advanced units if the special resources needed to construct these obsolete units are not available will always be in the build que. So swordsmen and cavalry will clutter up the build que even in the late game
*When using the goto command on a naval unit if it runs into a submarine with a friendly civ it will attack it without giving the usual warning automatically starting a war. This does not occur using the keypad.
Path of the naval unit
Savegame
*Air Recon sometimes removes fog-of-war permanently after a mission, until the player moves another unit into the general area
*The fortress and coastal fortress Zone of Control features are broken too, they do not give two free shots like they are supposed to
*Nuclear Plants cannot be built with only Ocean tiles. Rivers and lakes works fine
*Hoover Dam does not replace already built older powerplants, player has to manually sell them to reduce pollution
*AI can irrigate from sea tiles
Interface Issues
*In the tutorial game the Domestic Advisor appears, however there is no text in the pop up
Screenshot
P3 500, 256MB, Riva TNT 16MB, Detonator Drivers 2183, DX8, Win98SE
*Playing a game as the Russians, established diplomatic contact with several Civs, however when trying to make contact with the Babylonians an error box pops up speaking of CivIII causing an invalid page fault
Addendum: Restored game from a manual save, didn't contact the babylonians, however when they attempted to contact the player civ3 experienced the same error
A 1Ghz, 128mb, TNT2 M64 (32 MB), 20GB, 12X DVD-ROM, 32X CD-RW, Sylvania F90 19
*The white text on the map for many messages (culture has improved, barbarians defeated, swordsman built) flashes by too fast to read
*Right click menu display error: Bring up a right click menu for a unit, then use one of the function keys to display an advisor screen, the right click menu will stay on screen. It blocks the info on the advisor screen
*After a successful battle with barbarians (no battles with other Civs have occurred yet where promotion has occurred), a unit being promoted makes the game think the Warrior unit has a second move. Attempting to move it has no effect, attempting to skip the unit's phantom turn causes the game to get stuck on a "Please wait..." prompt (seen in the lower right box). It can be fixed by clicking on an unmoved unit and instructing that unit to hold/wait/fortify etc. Then the game gets back on track.
*Typo on upgrade menu: Space missing between to and infantry
Screenshot
*In the foreign advisor screen each leader has a circles their picture, however after destroying one of the civs the circle with that civ's leader is deleted from the screen. When starting a new game the circle that was deleted in the previous game is still deleted. No sillouette, nothing. Even after contacting all of the civs it does not reappear. Uninstalled and reinstalled the game. Same thing. The only way to get the circle for the eliminated civ to come back is to delete all saved games (including the ones in the auto save file) and start a new game.
*In the Domestic Advisor screen, clicking at the top of the columns for 'food eaten/food stored', 'big smileys/little smileys', etc, makes the order of the list of cities change to the appropriate category, but only for a second before it automatically reverts back to the default order when the advisor's hint changes.
Suggested Fix: Only the tip box should refresh.
*According to the manual on page 185, cities in civil disorder should be marked as such on the domestic advisor screen, however cities aren't marked in a such a way. From the domestic advisor screen the only way to tell if a city is in civil disorder is to look at production (if it says 9999 turns till the current project is completed) or count heads.
*Grid mode togging bug: After turning grid mode on, it can't be toggled off in tutorial mode.
*Unit goto city bug: After selecting a unit and pressing ctrl+shift+g a goto city menu appears, however there is no way to cancel or close the menu
*The Governor that will not stay off when set off
*The Governor will not stop building privateers, when the player turns off naval units for this city and all cities
*Nuclear meltdown of a city due to disorder, the dialog asks to a) zoom to city or b) cancle; zoom to city ends up canceling, and cancle ends up zooming
*Clicked on a friendly city, and a message from Ghandi came up with ASCII characters stating "Take me to your Leader
*After selecting Upgrade All, all fortified/garrisoned units change states from fortifed to active (to the great frustration of the player on a huge map)
Graphic Issues
*Borders appear on the map where they shouldn't
Screenshot
*From time to time playing as the Egyptians the borders turn black and all the player's units start changing colors rapidly in other civ colors.
Screenshot
Savegame
A 700, 640mb, WinXP & Win98SE, Nvidia Detonator 21.88, gf2 MX
*Full screen toggling bug: If the player has selected "Always wait at end of turn - on" in preferences and all units have moved, then presses delete (which gives fullscreen) and presses backspace (which toggles icon button layout) the following bug occurs
Screenshot1
Screenshot2
*If Civ3 is left running and the screensaver activates, upon resumption of the game all the diplomatic lines in the foreign minister screen are erased. Reselecting the portraits doesn't help, nor does reloading the game. The only way to get them back is to restart.
Screenshot
*Screen warped inwards at all four corners, unplayable at 32 bit 1200x1000, playable barely at 16 bit 1024x768.
A 1.33ghz, gf2 64mb, win2k
*Sometimes when ships sink from combat, there is a small black line that appears just left and next to the sinking animation, but quickly goes away after the animation is complete
*When launching a bombing mission the game animates the bombs dropping but doesn't animate the bomber flying by.
Savegame
*Advancing from the ancient age to the middle ages causes the foreign advisor to change to the middle age portrait, however advancing to the industrial era caused the foreign advisor to revert back to the ancient portrait.
*When launching a naval bombardment of a civ that the player has a peace treaty with, it will enact the bombing and THEN the foreign advisor will ask if the player want to do this
*The paratrooper overlaps the paratrooper text in the build screen
Screenshot
Sound Issues
*Sound .dll crashes: For no apparent reason Civ3 causes a gpf in sound.dll and the game shuts down.
P3 700, 192mb, 16mb ATI card, TBS Soundblaster
*when reloading saved games, there is intermittent static in the music. This only happens when reloading saved games.
A 1.2ghz, 256mb, SB Live! 5.1, MSI K7T-Turbo, Via 4-in-1 4.29, Win98SE
Text Issues
*Selection items on the preferences menu is out of alignment with the corresponding check boxes; it makes determining which box is selected very difficult
Screenshot
P3 500, 256mb, Riva TNT 16mb, Detonator Drivers 2183, DX8, Win98SE
P2 450, 512mb, gf2 32mb, DX8.0a
*Multiple lines of text are being displayed on the same line; it prevents reading the lower right information which tells about the unit, its location, what year it is, etc.
Screenshot
P3 500, 256mb, Riva TNT 16mb, Detonator Drivers 2183, DX8, Win98SE
Variable Swaps
*Variable Swap in Diplomacy: In the diplomacy.txt file search for:
$PLAYER0, we can provide you with a connection to $GET6. Are you interested?
Replace $GET6 with $CIVNAME5 and it should work (according to the help file)
*Variable Swap in research: Playing as the Greeks, upon entering the Middle Ages, earned Monotheism ( scientific bonus ). Then the Science Advisor reports "we learned the secrets of writing from the Americans."
P3 1Ghz, 512mb
Civilopedia Issues
*When click on SPACE RACE in civilopedia it shows an INVALID ENTRY
Screenshot
Performance Issues
*There are inordinantly long periods between turns on huge maps where the game says "Please wait..." between at least 30 seconds per turn on a A 1.1ghz to nearly 2 minutes on a P2 400
Automation Issues
*Automate workers near a city that has some irrigated tiles and some clear tiles, the workers always mine the irrigated sector instead of working on unimproved tiles (not a true bug, instead it is a design decision)
Workaround: Hit Shift-A, instead of just A to get workers to only work on unimproved tiles
*Can't use keyboard 'R' for railroad (not a true bug, instead it is a design decision)
Workaround: Hit Shift-R, instead of just R to get workers to build railroads note: you must have an available source of coal and iron before your workers can build railroads
Update
List as of November 16, 2001
Startup Issues
*Civ3 does not run on a system with an S3 Savage 2000 video card
*Upon loading a save game Civ3 gives the following error "Datal0 operation System Error: CITY" at first the games continued but all of the player's cities are gone. Now the save game gives the error and won't load. Most likely cause was the player destroyed an enemy civ
A 1.33ghz, 128mb, gf2 MX, sound blasters 128
*Simulating a P3 Win98 box with VPC on a Mac the game gives the following error "~DF394B.TMP at 167:10025231" with an invalid page fault. Possibly releated to the copy protection on the CD
Mac OS X/ PowerBook G4 500
*Quick start does not remember number of computer civs a player has selected in a game, it appears to default to the map standard
Gameplay Issues
*Even after losing a resource a player can continue to build units that require the resource from the build queue as long as they don't switch production to a unit or building that doesn't require the resource
*After acquiring the tech that reveals a resource, if the player has that resource inside of their territory but doesn't have a road to the resource then trades the AI for it while the deal is in effect the resource will not be available when the deal ends. The player has to destroy the road and rebuild it to get the benefits
*If a player is at peace and accidentally switch "mobilization" to "war-time", they cannot switch back. The only way to return to normalcy is to declare war on another and convince them to make peace. Switching mobilization states needs a confirmation box
*When all tiles are being worked, and pollution appears the worker on that tile becomes a specialist, but the food production remains the same. This allows the city to grow larger than it should, because by removing the pollution and placing the worker back on the tile food production for that tile gets effectively doubled. When any tile improvements are destroyed/built/changed or the population actually grows, the food production is then correctly counted
*When acquiring a new luxury through diplomacy the game does not automatically take this into effect. Player has to manually readjust workers for this to update
Interface Issues
*Aircraft carrier unloading: Trying to move a loaded aircraft carrier onto a land square brings up the unload dialogue box, if the player selects ok to the unload prompt the game freezes
*Occasionally when offering a luxury as a gift the game crashes to a illegal operation error in the executable
*Specialist Effects Not Shown in City Display: If the player changes a worker or entertainer to a scientist or a tax collector, the specialist's contribution to research or commerce is not reflected in the city view. However, it is correctly calculated in the Domestic Advisor screen
*The icon for building a railroad incorrectly lists the hotkey as "R" instead of "Shift-R" much to the confusion of many at Apolyton
*When selecting a unit in a stack (such as to attack a nearby enemy unit), once the battle is over, the game usually takes the player to an active unit at the other end of the map. A better implementation would be to active all of the units in the stack first
Graphic Issues
*i82810 chipsets/cards. The player can adjust font sizes in the INI file, but the line spacing is the real culprit and causes much of the Civilopedia and Diplomacy screen to be unreadable or inaccessible
Screenshot
*Advisors faces do not match the message they give the player, for example the Domestic Advisor frowns when she tells the player that their citizens are happy
Screen Shot
Performance Issues
*When saving a game to a full HD partition,
Civ3 does not check disk space and it will not give a warning but instead it saves an empty file
Text Issues
*Misspellings: Barbarian tribe Phoenicians is misspelled Pheonicians
The science advisor talking about electricity says "Our scientists want to harness the power of lightening," when it should be lightning
On wonder screen, for wonders being constructed, it says "Being constructed by the German" and Roman, etc. Should be "by the Germans" or "by Germany"
Variable Swaps
*On the Era advance screen the game addresses the player "Mr.!"
Screen Shot
Startup Issues
*The game installs correctly and plays the intro movie but it scrambles the screen at the main menu, acting like the refresh rate is too high
P2 350, 256mb, Win2k, SB awe 64, 30gb HD, gf2 mx 32mb
D 900, gf2 MX400 64mb, Win XP (10.80 and 21.85), Win2k (21.83), SB Live! Value
Possible Workaround available here
*The game correctly installs and allows the player to select all of the map options etc, however the map loading bar gets to 100% and gives an Invalid page fault error. If tried in the Tutorial or Quick Start, it did the same thing, getting to 100% and then the crashes
A 1Ghz, 128mb, TNT2 M64 (32 MB), 20GB, 12X DVD-ROM, 32X CD-RW, Sylvania F90 19
*When loading a scenaio, civ3.exe encounted a "divide by zero" error that crashes the game
A 750, 128mb, Radeon PCI 32mb, 40x cd rom
*Consistantly gets an "Illegal Operation" error before the game even makes it to the intro movie
ThinkPad 600x P3 500, 192mb, NeoMagic MagicMedia 256ZX, Crystal SoundFusion, Win98SE
*Clicking the circle to advance from the map setup parameters screen causes the game to shut down giving the following message "this program has preformed an illegal opperation and will be shut down." The tutorial game will start up but it shows the same message within a few seconds.
k6 400, 64mb, win95
Gameplay Issues
*Hitting the Build key causes an "unable to allocate draw buffer" message and Civ3 dies
A 750, 128mb, Radeon PCI 32mb, 40x cd rom
*Capturing an enemy city and selected the "Raze City" option, to which Civ3 responded by exiting to the desktop with an Illegal Operation error message
*Problem with changing the state of units: A city just produced a spearman and it is active. There is also a fortified warrior in the same city. By going to the city screen and right-clicking warrior and choose activate, then right-clicking the spearman and choose fortify locks the game
Addendum (11/10/01): Activate one unit and fortify another while in the city screen. The unit being fortified was the 'active' unit (ready to move) at the time. The game doesn't completely lock up, instead it stops responding to input. The animations and sounds keep playing, the mouse cursor moves, etc., but clicking the mouse or pressing keys has no effect on the game. Have to use C/A/D to exit this
P2 450, 512Mb, gf2 32mb, DX8.0a
WinXP, AXP 1600, 512mb, GF3 Ti200 (21.85)
*Built a worker in a captured Roman city that still had a resistor, it gave the worker's nationality as "(barbarian)" in the right-click menu and put a jumble of ASCII characters in the unit display box
Screenshot
*Problem with lighthouse: Galley should be safe on 'sea' squares, but not ocean. However, in 1000 years, five galleys never sank once, out in the depths for a 100 turns or so
*Players fighters do not seem to be able to ever intercept an enemy bomber even when they have selected the Air Superiority Mission
Savegame verification
*100 million dollar bug: The player is able to ask the AI civs for upwards of 1,000,000 gold per turn and they will happily pay it every turn, even if they don't have the money.
Addendum: The AI refused to trade 1 Luxury + 50 Gold (lump sum) in exchange for 1 Luxury + Printing Press, but agreed to the trade when the lump sum was changed to 15 Gold (per turn). That's a minimum of 300 Gold. The AI had 235 Gold in the Treasury at the time these issues could possibly have a link, such as the AI never loses money when paying gold on a per turn basis)
*Precision bombing/Infinite Range Bomber range bugs: Precision bombing will only work against friendly cities if the player either presses "P" or uses the mouse to select Precision bombing, except if the player holds down on the "P" or "B" keys. By selecting anywhere on the map and holding down on the "P" or "B" keys the player can then initiate a strike of umlimited range.
*Multiple Civs can build Magellan's Voyage even though it is a Great Wonder.
*Obsolete Units are in the build que throughout the game: The following units do not upgrade.
Swordsman, Longbowman, Cavalry, Frigate, Ironclad, Bomber, Privateer. Thus they, or less advanced units if the special resources needed to construct these obsolete units are not available will always be in the build que. So swordsmen and cavalry will clutter up the build que even in the late game
*When using the goto command on a naval unit if it runs into a submarine with a friendly civ it will attack it without giving the usual warning automatically starting a war. This does not occur using the keypad.
Path of the naval unit
Savegame
*Air Recon sometimes removes fog-of-war permanently after a mission, until the player moves another unit into the general area
*The fortress and coastal fortress Zone of Control features are broken too, they do not give two free shots like they are supposed to
*Nuclear Plants cannot be built with only Ocean tiles. Rivers and lakes works fine
*Hoover Dam does not replace already built older powerplants, player has to manually sell them to reduce pollution
*AI can irrigate from sea tiles
Interface Issues
*In the tutorial game the Domestic Advisor appears, however there is no text in the pop up
Screenshot
P3 500, 256MB, Riva TNT 16MB, Detonator Drivers 2183, DX8, Win98SE
*Playing a game as the Russians, established diplomatic contact with several Civs, however when trying to make contact with the Babylonians an error box pops up speaking of CivIII causing an invalid page fault
Addendum: Restored game from a manual save, didn't contact the babylonians, however when they attempted to contact the player civ3 experienced the same error
A 1Ghz, 128mb, TNT2 M64 (32 MB), 20GB, 12X DVD-ROM, 32X CD-RW, Sylvania F90 19
*The white text on the map for many messages (culture has improved, barbarians defeated, swordsman built) flashes by too fast to read
*Right click menu display error: Bring up a right click menu for a unit, then use one of the function keys to display an advisor screen, the right click menu will stay on screen. It blocks the info on the advisor screen
*After a successful battle with barbarians (no battles with other Civs have occurred yet where promotion has occurred), a unit being promoted makes the game think the Warrior unit has a second move. Attempting to move it has no effect, attempting to skip the unit's phantom turn causes the game to get stuck on a "Please wait..." prompt (seen in the lower right box). It can be fixed by clicking on an unmoved unit and instructing that unit to hold/wait/fortify etc. Then the game gets back on track.
*Typo on upgrade menu: Space missing between to and infantry
Screenshot
*In the foreign advisor screen each leader has a circles their picture, however after destroying one of the civs the circle with that civ's leader is deleted from the screen. When starting a new game the circle that was deleted in the previous game is still deleted. No sillouette, nothing. Even after contacting all of the civs it does not reappear. Uninstalled and reinstalled the game. Same thing. The only way to get the circle for the eliminated civ to come back is to delete all saved games (including the ones in the auto save file) and start a new game.
*In the Domestic Advisor screen, clicking at the top of the columns for 'food eaten/food stored', 'big smileys/little smileys', etc, makes the order of the list of cities change to the appropriate category, but only for a second before it automatically reverts back to the default order when the advisor's hint changes.
Suggested Fix: Only the tip box should refresh.
*According to the manual on page 185, cities in civil disorder should be marked as such on the domestic advisor screen, however cities aren't marked in a such a way. From the domestic advisor screen the only way to tell if a city is in civil disorder is to look at production (if it says 9999 turns till the current project is completed) or count heads.
*Grid mode togging bug: After turning grid mode on, it can't be toggled off in tutorial mode.
*Unit goto city bug: After selecting a unit and pressing ctrl+shift+g a goto city menu appears, however there is no way to cancel or close the menu
*The Governor that will not stay off when set off
*The Governor will not stop building privateers, when the player turns off naval units for this city and all cities
*Nuclear meltdown of a city due to disorder, the dialog asks to a) zoom to city or b) cancle; zoom to city ends up canceling, and cancle ends up zooming
*Clicked on a friendly city, and a message from Ghandi came up with ASCII characters stating "Take me to your Leader
*After selecting Upgrade All, all fortified/garrisoned units change states from fortifed to active (to the great frustration of the player on a huge map)
Graphic Issues
*Borders appear on the map where they shouldn't
Screenshot
*From time to time playing as the Egyptians the borders turn black and all the player's units start changing colors rapidly in other civ colors.
Screenshot
Savegame
A 700, 640mb, WinXP & Win98SE, Nvidia Detonator 21.88, gf2 MX
*Full screen toggling bug: If the player has selected "Always wait at end of turn - on" in preferences and all units have moved, then presses delete (which gives fullscreen) and presses backspace (which toggles icon button layout) the following bug occurs
Screenshot1
Screenshot2
*If Civ3 is left running and the screensaver activates, upon resumption of the game all the diplomatic lines in the foreign minister screen are erased. Reselecting the portraits doesn't help, nor does reloading the game. The only way to get them back is to restart.
Screenshot
*Screen warped inwards at all four corners, unplayable at 32 bit 1200x1000, playable barely at 16 bit 1024x768.
A 1.33ghz, gf2 64mb, win2k
*Sometimes when ships sink from combat, there is a small black line that appears just left and next to the sinking animation, but quickly goes away after the animation is complete
*When launching a bombing mission the game animates the bombs dropping but doesn't animate the bomber flying by.
Savegame
*Advancing from the ancient age to the middle ages causes the foreign advisor to change to the middle age portrait, however advancing to the industrial era caused the foreign advisor to revert back to the ancient portrait.
*When launching a naval bombardment of a civ that the player has a peace treaty with, it will enact the bombing and THEN the foreign advisor will ask if the player want to do this
*The paratrooper overlaps the paratrooper text in the build screen
Screenshot
Sound Issues
*Sound .dll crashes: For no apparent reason Civ3 causes a gpf in sound.dll and the game shuts down.
P3 700, 192mb, 16mb ATI card, TBS Soundblaster
*when reloading saved games, there is intermittent static in the music. This only happens when reloading saved games.
A 1.2ghz, 256mb, SB Live! 5.1, MSI K7T-Turbo, Via 4-in-1 4.29, Win98SE
Text Issues
*Selection items on the preferences menu is out of alignment with the corresponding check boxes; it makes determining which box is selected very difficult
Screenshot
P3 500, 256mb, Riva TNT 16mb, Detonator Drivers 2183, DX8, Win98SE
P2 450, 512mb, gf2 32mb, DX8.0a
*Multiple lines of text are being displayed on the same line; it prevents reading the lower right information which tells about the unit, its location, what year it is, etc.
Screenshot
P3 500, 256mb, Riva TNT 16mb, Detonator Drivers 2183, DX8, Win98SE
Variable Swaps
*Variable Swap in Diplomacy: In the diplomacy.txt file search for:
$PLAYER0, we can provide you with a connection to $GET6. Are you interested?
Replace $GET6 with $CIVNAME5 and it should work (according to the help file)
*Variable Swap in research: Playing as the Greeks, upon entering the Middle Ages, earned Monotheism ( scientific bonus ). Then the Science Advisor reports "we learned the secrets of writing from the Americans."
P3 1Ghz, 512mb
Civilopedia Issues
*When click on SPACE RACE in civilopedia it shows an INVALID ENTRY
Screenshot
Performance Issues
*There are inordinantly long periods between turns on huge maps where the game says "Please wait..." between at least 30 seconds per turn on a A 1.1ghz to nearly 2 minutes on a P2 400
Automation Issues
*Automate workers near a city that has some irrigated tiles and some clear tiles, the workers always mine the irrigated sector instead of working on unimproved tiles (not a true bug, instead it is a design decision)
Workaround: Hit Shift-A, instead of just A to get workers to only work on unimproved tiles
*Can't use keyboard 'R' for railroad (not a true bug, instead it is a design decision)
Workaround: Hit Shift-R, instead of just R to get workers to build railroads note: you must have an available source of coal and iron before your workers can build railroads
Update
List as of November 16, 2001
Startup Issues
*Civ3 does not run on a system with an S3 Savage 2000 video card
*Upon loading a save game Civ3 gives the following error "Datal0 operation System Error: CITY" at first the games continued but all of the player's cities are gone. Now the save game gives the error and won't load. Most likely cause was the player destroyed an enemy civ
A 1.33ghz, 128mb, gf2 MX, sound blasters 128
*Simulating a P3 Win98 box with VPC on a Mac the game gives the following error "~DF394B.TMP at 167:10025231" with an invalid page fault. Possibly releated to the copy protection on the CD
Mac OS X/ PowerBook G4 500
*Quick start does not remember number of computer civs a player has selected in a game, it appears to default to the map standard
Gameplay Issues
*Even after losing a resource a player can continue to build units that require the resource from the build queue as long as they don't switch production to a unit or building that doesn't require the resource
*After acquiring the tech that reveals a resource, if the player has that resource inside of their territory but doesn't have a road to the resource then trades the AI for it while the deal is in effect the resource will not be available when the deal ends. The player has to destroy the road and rebuild it to get the benefits
*If a player is at peace and accidentally switch "mobilization" to "war-time", they cannot switch back. The only way to return to normalcy is to declare war on another and convince them to make peace. Switching mobilization states needs a confirmation box
*When all tiles are being worked, and pollution appears the worker on that tile becomes a specialist, but the food production remains the same. This allows the city to grow larger than it should, because by removing the pollution and placing the worker back on the tile food production for that tile gets effectively doubled. When any tile improvements are destroyed/built/changed or the population actually grows, the food production is then correctly counted
*When acquiring a new luxury through diplomacy the game does not automatically take this into effect. Player has to manually readjust workers for this to update
Interface Issues
*Aircraft carrier unloading: Trying to move a loaded aircraft carrier onto a land square brings up the unload dialogue box, if the player selects ok to the unload prompt the game freezes
*Occasionally when offering a luxury as a gift the game crashes to a illegal operation error in the executable
*Specialist Effects Not Shown in City Display: If the player changes a worker or entertainer to a scientist or a tax collector, the specialist's contribution to research or commerce is not reflected in the city view. However, it is correctly calculated in the Domestic Advisor screen
*The icon for building a railroad incorrectly lists the hotkey as "R" instead of "Shift-R" much to the confusion of many at Apolyton
*When selecting a unit in a stack (such as to attack a nearby enemy unit), once the battle is over, the game usually takes the player to an active unit at the other end of the map. A better implementation would be to active all of the units in the stack first
Graphic Issues
*i82810 chipsets/cards. The player can adjust font sizes in the INI file, but the line spacing is the real culprit and causes much of the Civilopedia and Diplomacy screen to be unreadable or inaccessible
Screenshot
*Advisors faces do not match the message they give the player, for example the Domestic Advisor frowns when she tells the player that their citizens are happy
Screen Shot
Performance Issues
*When saving a game to a full HD partition,
Civ3 does not check disk space and it will not give a warning but instead it saves an empty file
Text Issues
*Misspellings: Barbarian tribe Phoenicians is misspelled Pheonicians
The science advisor talking about electricity says "Our scientists want to harness the power of lightening," when it should be lightning
On wonder screen, for wonders being constructed, it says "Being constructed by the German" and Roman, etc. Should be "by the Germans" or "by Germany"
Variable Swaps
*On the Era advance screen the game addresses the player "Mr.!"
Screen Shot
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