This is referencing the bug about civilizations being destroyed and still existing in the demographics. I found that civs don't ever get destroyed because the capital can never be razed. So if you take over another civilization you have the option to give back the city to its original owner, which means there back in business. So, no one is ever really eliminated, just put into standby.
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Civlization 5 Patch 1.0.1.217 Bug List
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Originally posted by ElDonReal View PostI built an aqueduct in one of my cities, then it grew a pop, but the food bar showed that it was empty. I couldn't see the 40% take-over.
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This isn't so much a bug with this particular patch (as it pre-dates the update), but something is wrong w/my game: no sound. This happened a while back and I've no idea why. The audio settings are fine. All other games/programs on my computer have sound. Civ5 is silent. I don't get the urge to play often (I've been playing CivIV), but when I do it's annoying to have no sound.
Arg.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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Got a problem with a puppeted city - ZERO production. I mean NO hammers at all, production at zero. Don't see how as the city screen shows the city's own tile is being worked and should produce one hammer. Depending on how the AI governor shuffles citizens around (mostly on gold emphasis setting) the city grows but the item in the build queue isn't actually getting built. Then for a while the building gets built, then it stops again.Never give an AI an even break.
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It works fine in my games. Post a save, then the devs can take a look. A pic doesn't help that much.Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
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It worked after the second pop, but if you complete the aqueduct and in the next turn a new pop arrives then the aqueduct doesn't come into effect.
This is really weird code to behave in such strange ways. The screenshot should prove what I'm saying :-p
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Attached to this post is a save where Mumbai builds an aqueduct and in the next turn grows a population. You'll see that the aqueduct bonus does not work in this case.Attached Files
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I can confirm it still seems to be a bug that is present in the current patch. Thanks for posting the save.Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
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Originally posted by ElDonReal View PostAnd now Firaxis has recognized this and they'll fix it?Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
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