Another Political Bug

I noticed a bug. As a test, I created a political party with 150% improvement to everything. Then, I watched the enemies ships. As long as they didn't have 18 speed, then I was okay.

Well, they never did get the speed...however, I saved the game as a test and reloaded. Suddenly all of the AI (every one of them) had 18 speed and all of the bonuses. It seems that when you save and re-load, the political party they are using either is re-selectable, or isn't saved and they get the last one on the list (my new one). Anyone else find this but me? (I've tested it six times. It happened every time)
460 views 15 replies
Reply #1 Top
What build are you using?
Reply #2 Top
1.03A.057

It does appear that when you re-load a saved game, the AI gets to pick a new party. I tried editing the core parties and adding the values (150%) to a middle of the list party, and the AI, when re-loaded, automatically had the exact same bonuses I did.
Reply #3 Top
Hmm...that's odd.  I'll look into it.
Reply #4 Top
That would explain why it seems like the AI always picks the War Party (since that's the last one on the un-modded list). And here I thought I was imagining that.
Reply #6 Top
I can confirm that bug. Same happens to me on 1.03A.057

I think it happend allready in 1.01, but I'm not quite sure about that.
Reply #7 Top
There was a bug in the galaxy creation code where the AI was picking its political party and setting up its senate, which wouldn't become apparent until after the save game was loaded and the senate recalculated.  I've fixed this now.
Reply #8 Top
Cool. Thanx a lot :)
I know, many people have said that before, but just let me tell you once again: Your support is the best I've ever seen.
Reply #11 Top
Now I understand what was happening to me ! I've created an "Environmentalist" party with +10 quality/+20 pop growth and was wondering why the AI's planets would change from 19 to 22 after reload...

Another thing I noticed, maybe it's been reported already. When you built the Political Capital - the Icon won't leave your old capital for the new one so you end up with 2 capitals.


MG
Reply #12 Top

Are you saying that you're building 2 political capitols, or that you were expecting Sol to stop being your empire capitol when you built the political capitol elsewhere?

Reply #13 Top
I've noticed that too! There are problems where if you invade another planet that is an Economic (or any type of capital), you can keep the bonuses. It should automatically remove those improvements from the invaded planet when you take it over (or culterally absorb it, or build the same improvement on another planet).
Reply #14 Top
Nico56, you are mistaken about that. You can, in fact keep those improvements if they are captured. You just can't build more than one yourself. I believe I read this even works if you capture the planet while it is in the process of building the improvement, it can continue to do so.

See http://www.galciv.com/forum.asp?BID=GF&id=33914
Reply #15 Top
Certain other things also get undone when you save and reload. Influence mapping seems to be one of them. Try this. Get a game to where you have just entered the 12 month countdown to cultural victory. Save and reload. All of a sudden you are at like 78% cultural victory. Now I don't remember for sure on this last point, but I seem to recall that even given a few turns for the sectors to get reflooded with your culture, you still end up short.

-Drake

~SDC~