I've seen the Protectorate bug in action myself, and seen the test results in graphic detail posted by others. I think that's the worst one yet as it can totally unbalance the game as the AI creates whacky Protectorate arrangements willy nilly as it reassesses after loads. I don't know why you can't duplicate results RB, but our purpose here is to analyze demonstrated, reproducible results. Until you give me a test sequence to reproduce your results, I can make no sensible comments about your data.
I would like to know if others here support my conclusion that the reassessment process is performing illogically? Specifically, when the AI has the means and time to execute a capture of a city, it will do so when no loading of game interferes, but deliberately choose not to capture the city ASAP when a load game happens.
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