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Receiving government-enabling tech via treaty doesn't update Governments menu sensitivity
If you research tech, when you see the above message, you can immediately switch Governments. If you gain tech by trading it, when you see the above message, you have to wait a turn before you can change Governments.
I'm not sure what the right solution is:
- postpone the 'revolution' message until next turn
- allow you to change government right now
but the way it is now is clearly wrong.
I've seen this in master and S3_0, and, -qt and -gtk* clients. I happened to have always been using civ2civ3, but I'd guess the other rulesets have the same problem.
#1 Updated by Chippo Elder over 2 years ago
OK, I know which option is correct. It's the second one, 'cos if at that point, you save the game, quit and then reload it (in both the qt and gtk clients), you can now switch Government the same turn.
Example attached (3.0.92-dev).
#2 Updated by Chippo Elder over 2 years ago
Getting a savegame plus a procedure to reliably demonstrate this problem, was a nightmare. But I finally have both.
Load THIS attached savegame (3.0.92-dev) in either qt or gtk3.22 client, buy Monarchy from the Estonians for 180 gold and the Civilization->Government drop-down does not show Monarchy. Doing quite a lot of this doesn't change this and you might feel you have to end the turn. However, if you change the orders for one of your units, then Monarchy becomes available.
#5 Updated by Jacob Nevins over 2 years ago
- File m-30-tech-menus-update.patch m-30-tech-menus-update.patch added
- File 26-tech-menus-update.patch 26-tech-menus-update.patch added
- Category set to Client
- Status changed from New to Resolved
- Assignee set to Jacob Nevins
- Sprint/Milestone set to 2.6.2
This fixes the reproduction case in #2 for me.
(As it happens, I think you wouldn't have been able to reproduce it if you happened to still have a unit selected when concluding the treaty.)
I've also added a menus_update() on receipt of a player_info packet, with the vague notion that the augmented2 modpack (where Palace gates some governments) might somehow get a wonders update mid-turn that failed to refresh government sensitivity. (And it doesn't seem likely to be a big performance hit, given what else is already in there.)