Another Bug detected in this new patch i've found:
1: As i've told about missing texture in Mapuche and Tupi. It's look like this:
Mapuche (missing Artillery depot and stable's texture in Industrial Age)
Tupi (missing Artillery depot 's texture in in Industrial Age)
Next, Post Office building in Latin American lost texture when this building is under attacked, i take post office from Brazil and Peru as example (enemies)
Before under attack:
After Under attacked
2: In Romanian, There's a tech name "Nicolae Balcescu" that reach to age 3 and send 2 plague catapults and a tech name "King Carol I" that reach to age 5 and send 8 Plague catapults. all of these tech are in Artillery depot. Before my fixing this, you'll receive nothing after using this tech, just only aging up. I found that the Plague Catapult, in fact, is Corpsepult. i hope you can fix this bug
3: I don't know if it's a bug or not: German Krupp Factory:
As default: Gain auto train Grenadier:
the default is No icon of dimmed Grenadier (Blue)
When i click the other icon to change from auto train Grenadier to auto train others, for example: Culverin
The icon of Culverin (Blue) is dimmed, that mean it's chosen to auto train, and the icon of Grenadier (Blue) is present. But after choosing Grenadier (Blue) back, It come back like the default
The Icon for Grenadier (Blue) dimmed is missing, i hope the creator of this game fix this.
German doesn't train Doppelsoldner, but in church, when royal decree HC Card is arrived, i detect this tech: Zweihander, which Ships 12 Doppelsoldners from your homeland. In addition, all Doppelsoldner hitpoints are increased by 10%.
after using this:
I suggest you replace "Zweihander" tech by another one which is German unit's available, example: Jaeger, Landwehr, Totenkopf, ...
4: In Habsburgs, there's a tech name "Dame of Athens", which is not only reach to industrial age, but also make Mills and Plantations hold twice as many Villagers. i think this is a bad idea because with a size of mill and plantation, maximum villagers to gather from these is always 10, not more. If you want to make this effect, mill and plantation must be bigger than original. you can take fazenda in brazil and olive plantation in Greeks as example. I think the only thing to fix this bug is change: instead of make Mills and Plantations hold twice as many Villagers, maybe you add "Ancient Ruin" when a building destroyed, or
grant mill and plantation auto gather...
5: Ottoman Abus gun when upgraded to imperial level is lost its label
6: Iroquois: as you introduced Woodland People. As people of the woodland, their buildings are still connected to nature, and will quickly return to it once destroyed, providing natural resources when doing so.
unfortunately, some of the iroquois building spawn nothing or incorrect units after destroyed, for example: war hut and coral spawn african bowmen after destroyed, ... like this:
War hut destroyed:
7: ANGLOS General: take general in canadians as example: This unit has lost description in the second albility (which i marked here). maybe this albility is used to boost unit's speed
8: Tupi Pombero siege attack's range is shorter than ranged attack's range. Ybira-jara unit arm with a pike while its icon is act as Tomahawk. Maratekoaras has texture different every age up, while in National age, it's used as Aztec Prowl knight, but when in Captial age to Imperial age, it's used as tomahawk without any weapon armed...
About the AI not working properly in Egypt, Romanian and Italian:
1: Egyptian: the town center is, as always, the main and most important building that every colony must have. it is also used as default shipment arrival point as well. losing it at beginning may result AI villager not doing anything, except Ali Pasha, and can't deliver any shipment to get. i think we use town center caravan as an emergency caravan that moves in another better zone, but i afraid AI can't train other caravan in this unit ...
2: Romanian: Econ unit (for example: Settler) auto train in town center only, no matter what it is. That means i have 2 suggestions for fix this problem: return for normal mode (make Roma slave train in TC) or do something to make Roma Slave train in Vardo, or even Vardo can auto maintain Roma Slave, because Vardo is a wagon, not a building.
3: Italian: it seems the architect is now changed role from building new building directly to train building wagon and let its wagon build itself. however, it's another bad idea because AI not train wagon from him and use its wagon to build new building. Although Italian AI's merchant can gather resources and aging up, it isn't mean this colony can be used as AI.
4: Dock building bug in Paraguayans: Dock is the building that build near the shore, which can be built only by the villager, not other one, even master engineer. for example: koygua. This bug can also detected in Italian as well
5: chatsets: frederick's chatsets is used in many civilizations: chileans, USA, Australians, All balkan colony, all african colony, Mapuche, Inca. Perhaps you need to change chatsets of these colony so that it'll be better, especially used those as ally colony. I have some suggests from changing those colony's chatsets:
Bulgarians -----> henry
Greeks ---------> ivan
Serbians -------> maurice
Egypt -----------> suleiman
Zulu ------------> hiawatha
South American Colony:
Inca ------------> cuauhtemoc
Mapuche -----> gall
USA -----------> maurice