Bug in diplomatic victory when accepting pact

1500 extra diplomatic points cause instant victory

http://www.aprogas.net/~aprogas/tmp/Diplomatic%20Victory.zip

Version: 0.80.3856

Savegame: http://www.aprogas.net/~aprogas/tmp/Diplomatic%20Victory.zip

Short description: under certain conditions accepting a pact gives a great amount of diplomatic points

Long description:

The game is on a Random Large (Single) map with 8 players (7 unfair random AI), with Diplomatic Victory and Allied Victory enabled and other victory conditions disabled. I play TEC Loyalists (green) and have become friendly with an Advent Rebel neighbour (Psi Order Zealots, red) and am also building diplomatic relations with some other factions. I have researched all pacts and offered them to Psi Order Zealots, they have previously offered me a Research and Antimatter Pact and I accepted those without problems. They now offer a Culture Pact and if I accept it, my diplomatic points jump from 34.28 to 1534.68 and I win a diplomatic victory (they jump from 38.86 to 1539.22). The rate of both me and them jumps from 0.01120 to 50.01120. If I choose to continue playing instead of quitting, they revoke all treaties (as players usually do when continuing after a victory) and I cannot test how diplomatic points behave after the victory.

I continued playing this game without accepting the Culture Pact and later I am offered a Mass Pact; the same issue occurs with the Mass Pact with my points jumping from 41.60 to 1542.06 and Psi Order Zealot's points from 45.47 to 1545.84.

As a minor side-issue, I noticed the production reports contain the following messages: Psi Order Zealots has won a Diplomatic Victory, Psi Order Zealots is close to winning an Occupation Victory, You have won a Diplomatic Victory, You are close to winning an Occupation Victory. In other words, it says Occupation Victory where it should say Diplomatic Victory.

How to reproduce:

Open the linked savegame, in the diplomatic screen, go to Psi Order Zealots (red) and accept the Culture Pact.

2,521 views 2 replies
Reply #1 Top

I have done further testing in another game and have more information to narrow this issue down:

  • If I haven't offered all 6 of my own pacts, I can accept a pact* offered by the AI without triggering the issue.
  • If I offer all my 6 pacts to an AI-player and then accept a pact* from another AI-player, I don't trigger the issue.
  • If I have accepted 3 pacts offered by an AI-player and then offer my 6th own pact, I trigger the issue.
  • If I have offered 5 pacts to one AI-player, 1 to another AI-player and then accept a pact* from the AI-player with 1 pact, I don't trigger the issue.
  • If I have offered 5 pacts to one AI-player, 1 to another AI-player and then accept a pact* from the AI-player with 5 pacts, I trigger the issue.

* = Only after doing these tests, I got the theory that the issue may be triggered by having 9 pacts with the same player. During the tests, I did not write down how many pacts I already had with that player; in most cases where is written "a pact" this means accepting the 3rd pact from that player. I will do these tests again and pay more attention to the total number of pacts I have with the various players.

Linked is another savegame with me as Advent Rebel having good relations with three different TEC Loyalist players, which gives more options for testing pacts.

http://www.aprogas.net/~aprogas/tmp/Trade%20Pact.zip

Reply #2 Top

With further testing I have confirmed that 9 pacts with the same player is what triggers this issue; this is only possibly between different races. It does not matter whether the combination between own pacts offered and their pacts accepted is 6+3, 5+4 or 4+5; I have not tested 3+6. Having more than 9 pacts but divided over multiple players does not trigger the issue.