_1. Mod version (i.e Date - 4/23):_
Sept. 6 2018
_2. Mod list (if using Vox Populi only, leave blank):_
VP modpack with no other mods attached, no EUI
_3. Error description:_
After the host ends the turn, the game will resynch. Non-host players will have their settlers moved elsewhere on the map. After this happens, non-host players will not have rewards fire from social policies, such as tech from gaining population in the capital. This is what I am referring to as a "desynch."
This can be averted by creating the game, leaving, and then hosting a saved game from the initial autosave. Rewards will fire as expected. However, resynchs remain frequent and random, and non-host players' instance of Civ V will crash at unpredictable intervals.
_4. Steps to reproduce (optional):_
Supporting information:
Please note that you can attach .zip files by dragging-and-dropping them. If possible, zip up all supporting data and post that way.
CvMiniDump.dmp file (attach if experiencing a game crash. Located at Program Files/Steam/steamapps/common/Sid Meier's Civilization V):
Screenshots (optional):
I will have a DLL test for you soon.
I look forward to testing it. Thanks for all your hard work.


so this just happened in the first round of world congress. of course, it resynched. EDIT: this is the view of each of both real players.
what am I looking it?
My friend, playing china, was seeing that arabia had picked "casus belli" (and coudnt pick it himself).
I, as siam and host, was seeing that arabia had picked "sanction: denmark". I would have been able to pick "casus belli", if i wanted.
Of course, as a result, the game reloaded the next turn.
i thought it belonged here somehow. if not, mea culpa, ill open a new issue.
Ahh, ok. Thanks for clarifying. I was under the impression that the screen shots were before and after a resynch, not from the same turn. That makes a lot more sense.
can you guys please check if the 9-15 release is good? i'm very curious. it might even be possible to play with barbarians ...
I'm hoping to be able to test it with a buddy tonight or tomorrow. Will
keep you informed.
On Sat, Sep 15, 2018 at 11:01 AM ilteroi notifications@github.com wrote:
can you guys please check if the 9-15 release is good? i'm very curious.
it might even be possible to play with barbarians ...—
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we're on it too. first test seemed pretty stable (until medieval), but that was without barbs.
I am getting resynchs as early as turn 2 and then every few turns on from that.
Turning barbarians off definitely makes the game stable tho. Great work! Thanks so much.
Guy connecting to me is getting crashes that he doesn't get in single player. I'm trying to get him to turn on logs tho...
Also we are playing in Pit Boss, but it still says the AI is taking control when he crashes.
There's nothing unique to MP that would cause crashes, those are most likely caused by client-side problems. Re: barbs, still have no idea why they break everything. It's in their nature I guess.
Are we sure it's barbs and not war versus players? The barbs are always at war with players, but do we get lots of crashes during any war, or just versus barbarians?
If it is barbs, could it have to do with encampment placement?
barbs don't touch the RNG, so they shouldn't cause desyncs there. Either there's a core flaw in our RNG method, or there's something that isn't caching correctly for MP WRT barb tactical behavior.
There something I could do to help eliminate one or the other as a possibility?
You and your friend keep an eye on where barbs go, where camps spawn, and barb damage values. If barbs are off, keep an eye on when desyncs happen later in the game. Some desyncs are normal (vanilla had them too), but waves of desyncs are an issue.
We're getting frequent resynchs, but whatever was making my friend's civ crash went away.
We're playing with Barbs on, and it feels significant that I've only seen one camp in that time, despite a LOT of space for them to have spawned into. Not sure how significant that is.
logs.zip
I got a pretty random crash. I'll take this opportunity to attach logs and a save.
We've gone from that save to turn 87 without any resynchs and it's behaving really well. Makes me think the first time around was something on my end that wasn't this patch.
Edit:
They picked up again shortly after I posted this.
Silly question, but could having a web browser open at the same time as the game cause desynchs?
It could. If the browser is blocking packets it can result in packet loss and desyncs.
Civ is very sensitive to packet loss.
In that case, I wish I had a better testing environment. My internet comes from tethering my laptop to my phone, which is almost certainly being throttled at any given moment.
When I closed my browser, it felt like we got a lot of stability in exchange.
that's not unsurprising - if you have the ability to use something like a shared VPN to be on the same IP, that helps (i.e. LAN).
Most helpful comment
You and your friend keep an eye on where barbs go, where camps spawn, and barb damage values. If barbs are off, keep an eye on when desyncs happen later in the game. Some desyncs are normal (vanilla had them too), but waves of desyncs are an issue.