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So maybe it's that.
About Civic, I picked one I never ever pick, Religious Hostility, could try change that too. I'm quoting that, because it's first time I see this problem.
For sure it makes more challenging stability management, it wont block me but it's a but unpleasant.
I suppose that go through my saves could perhaps give me a hint on the cause by quoting when the problem started, but nope, I'll live with it, anyway objectively as usual this play is already largely won, and I realized with end options I choose I'll probably not bother finish it. Instead of no turn limit end option, the game should have a custom turn limit end option.
The only clear difference is at turn 139 I still had the trade with an AI for luxury resource and no bug to buy trade.
And turn 140 the AI rejected this treaty trade (very rare behavior and no clue why) despite having a treaty for non aggression. And then if I want propose again the trade for luxury I have a clear tooltip evoking Isolationist, expect I haven't choose any civic for Isolationist/Globalism.
And at this point or later in the play pick Isolationist or Globalism doesn't fix the bug, nor make Alliance with the AI.
Sigh, weird bug, probably coming from some crap code around the new Civic Isolationist/Globalism, and special rare case where an AI cancel a treaty for luxury trade.
But there's still an ugly bug when later there's an Alliance, plus the tooltips should be more clear on that.
I had my merchant action cooldown finished so was looking what trade to do that I couldn't buy, and oops could buy luxury trade again with this AI.
Check with the second AI, nope. Check Civic, Isolationist, list of AI having it is shown, there was the two AI and now only one the one with the bug.
EDIT:
Interestingly this bug made more clear all the troubles could have AIs with stability, under use trades is quite a challenge and a penalty.
It seems that you can bypass the Isolationism Players by going Globalist in the civic tree (Can trade when in war) and declaring war on the isolationist players.
Oh yeah. Not trading for all the luxuries and strategics each player has is almost crippling for cultures/players that do not already have a strong base of production. The a.i really needs to prioritize obtaining luxury resources through trade and/or warfare, as just about everyone needs luxuries throughout the entire game.
I did so many plays with fine stability management but for short phase that for sure it was a bit not fluid. It requires choose garrisons or common districts, there's 3/4 civic for that, I'm used to ignore them so... :-)
For AI, I quoted it's weaker AIs that derail on stability management, there's probably missing some instability scaling based on empire grow, so smaller could have less stability pressure.
The point remain that AI feel bizarre:
- I agree they seem not use trading enough for stability.
- Wealthy AIs look weirdly non efficient.
- AI routines seem never have the garrison option to manage stability but it's the most flexible. The problem of common quarters is it tends break or make very complex to benefit of proximity bonuses. One Garrison can bring 20 stability, that common quarters can bring 30 is more theory and the price is breaking many proximity bonus and making districts building quite more complex.
- Game bring back stability from units in town, but the AIs seem totally ignorant of the rule.
At end I regretted have lost the stability pressure on few towns, lol, but ok have the bug in back was cool too.
Clearly the dev have a too approximate QA, for sure it could be a complex game, but they add a civic and bam 2/3 bugs around it, something is wrong.
No new tricks? At least to trade with those in alliance, most AI picked Isolationist but despite in Alliance with them/most, I can't trade any luxury resource, only strategic.
I just get the edict option, delayed a lot a research that clearly trigger it.
This is a great game, in many ways: but the broken bits should be fixed in a timely manner.