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.1 turn remaining - 7/7/2020 1:59:30 PM   
Beorn

 

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Picked the game up again after the latest update, and I am seeing something odd. Every construction so far, I end up needing an extra turn because the first turn of construction only accomplishes .9 of a turn's worth. Even though the construction costs are being paid as scheduled.

Has anyone else seen this? What is going on here?




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RE: .1 turn remaining - 7/7/2020 2:17:28 PM   
demiare

 

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This is usually a side effect of Eternity Movement cult ~10% penalty for all workers, including construction ones :)

(in reply to Beorn)
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RE: .1 turn remaining - 7/7/2020 2:44:13 PM   
Beorn

 

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Thanks.

I am curious where this information is in-game, though, since I do not see it on the cults page.




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RE: .1 turn remaining - 7/7/2020 2:56:56 PM   
Malevolence


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Reported as a bug, but ignored-- assume working as designed.

[1.04b1] Any production penalty causes full turn delay on construction

A production penalty 0.01% from any source will have the same result.


< Message edited by Malevolence -- 7/7/2020 3:01:19 PM >


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RE: .1 turn remaining - 7/7/2020 3:03:39 PM   
demiare

 

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quote:

ORIGINAL: Beorn

Thanks.

I am curious where this information is in-game, though, since I do not see it on the cults page.


In zone info screen you will see cults icon (pentagram) where are unrest/militia/danger etc. There you will see that cult produce Public Production penalty. How it's applied is a pure magic :P (imho it's work like admin penalty but without it's saving grace period with 1-9% strain).

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RE: .1 turn remaining - 7/7/2020 3:12:20 PM   
Malevolence


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Lack of penalties in Cult Reports also reported as a bug, also ignored -- assume working as designed.

[1.04b1] Cults report fails to detail penalties.


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*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.

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RE: .1 turn remaining - 7/7/2020 3:38:07 PM   
demiare

 

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quote:

ORIGINAL: Malevolence

assume working as designed.



It can't be designed in this way. Having separate places for bonuses and penalties fom same cult is a bad UI design. My guess it's simply a very low priority bug, so Vic don't bother with responding.

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RE: .1 turn remaining - 7/7/2020 4:32:11 PM   
Beorn

 

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quote:

In zone info screen you will see cults icon (pentagram) where are unrest/militia/danger etc. There you will see that cult produce Public Production penalty.
Thanks!

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RE: .1 turn remaining - 7/7/2020 4:54:13 PM   
zgrssd

 

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quote:

ORIGINAL: Beorn

Picked the game up again after the latest update, and I am seeing something odd. Every construction so far, I end up needing an extra turn because the first turn of construction only accomplishes .9 of a turn's worth. Even though the construction costs are being paid as scheduled.

Has anyone else seen this? What is going on here?




This is a general issue with the underlying process of construction. And it is a rather usefull property for upgrades. And adding side-grading, if Vic ever does that. So not something that can be thrown out in general principle.
Maybe a exception for the 1st building of a type could be made?

The soruce can be any public production penalty. And any worker and/or material shortage (inlcuding on the delivery side). For the time being, we have to life with it.

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