If you want to get more food than just a garden will provide, you need to build your city near a food resource (fertile ground, bees, fruit trees). Farms, apiaries, etc require those special tiles.
kryo
Please post debug.err files via pastebin, dropbox, or similar external hosting in the future, as pasting them inline can make the thread hard to read or break it entirely in some browsers due to the length.
[quote]I'm also pretty sure I -didn't- upload it to rapidshare.[/quote] It applies to any similar sites. Timers, captchas, download limits, etc. make it a hassle to get debugging info, which is why we ask users to upload files to hosts which allow direct-linking (such as dropbox does).
Special-tile improvements are still considered part of the city, even if the city has not been built out far enough for the wall to envelop them.
You have no cities yet to do research with--does this happen after you've founded a city (assuming you're doing the research with an inventor)?
Were you doing anything in particular when it crashed? Please provide context when making a report.
Do you mean a recruited party of champions or the "party" size of common unit?
Can you give more context, screenshot, etc? Please be descriptive when reporting bugs.
Do you have a savegame that reproduces this issue?
Try disabling advanced lighting in the video options.
[quote]Should these give more population or some other bonuses to make them worth the building opportunity cost? [/quote] They don't require any food or research.
Contact [email protected] about this and they should be able to merge it to the correct email address.
We are aware that coastal improvements can be built on previously demolished tiles.
[quote]the fishery never gets completed. It always looks as its getting worked on.[/quote] Many improvements won't have their final graphics added in the beta.
Please try to be clearer about blank vs black , they're quite different things :)
Does it regain its sight radius if you garrison units in it (or eject and regarrison if there are already some there)?
As Anthony noted on the thread, his checkin was taken out of context. We're aware that it's not actually fixed and he's back to figuring that one out ;)
Farming comes after the tech that grants gardens. Apiaries and Orchards have always been fairly rare techs though (there's only a small chance they'll be an option on a breakthrough).
I don't believe the item shop is intended to require any particular improvements to access.
Not all of the talents are implemented yet.
Not all of them are implemented yet, though Organized should be as of this build (note that the stack won't update back to the sovereign's move speed until the turn after you join units into it).
In the future, if you can't use pastebin please use dropbox or another host that allows a direct link and does not require a timer/captcha.
Please post debug.err files via pastebin or dropbox. Posting them inline can make the thread hard to read (and actually breaks it entirely in Firefox if it's a very long one). Also make sure to get the entire file when doing this (the top is missing from this one).
Please post debug.err files via pastebin or dropbox. Posting them inline can make the thread hard to read (and actually breaks it entirely in Firefox if it's a very long one).
[quote][edit] It seems there is some special requirement for Granaries (not sure what.)[/quote] Granaries require one of the four-tile food improvements (farm, apiary, etc).