Puzzling dip in public assets' production (Full Version)

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Jdane -> Puzzling dip in public assets' production (6/20/2020 9:23:05 AM)

[img]http://tof.cx/images/2020/06/20/72594de2324cc678db884873574c06e7.md.jpg[/img]
(Click to enlarge the view if you will.)

At start turn, I noticed most of my regime's capital's assets were only producing at about 50% capacity.
However, as far as I can tell, there is no worker shortage, and I failed to identify the probable cause.

There's no unrest nor danger, no workers had been fired, there were resources in stock to feed the assets, initial logistics points allocated to rural assets were sufficient...

[img]http://tof.cx/images/2020/06/20/d67d0345648c98debf6e1908de716649.md.jpg[/img]

Wait a minute, I just noticed the Workers Production Penalty went up 45 points at once, and is expected to drop 12 points down next turn. Those Eternists maybe? Let me see, +33% Public Prod Penalty due to meditations. Okay but that doesn't seem to account for it all.

A Crisis of Violence is going on (5th turn of 11), do you suppose it could also be a factor? I couldn't find data proving this possibility anywhere I looked for it however.

Fun times ahead... If you have a better idea than me about what happened there, please share.





Falke -> RE: Puzzling dip in public assets' production (6/20/2020 9:43:32 AM)

No or bad relation with Governor?




Jdane -> RE: Puzzling dip in public assets' production (6/20/2020 9:47:51 AM)

81 Relation Score, he provides a +16% bonus to production.




LuciusSulla -> RE: Puzzling dip in public assets' production (6/20/2020 9:49:41 AM)

Admin strain when you have public assets far away from the city?




Jdane -> RE: Puzzling dip in public assets' production (6/20/2020 9:52:59 AM)

Admin. Strain is 0%.

I'm pretty sure it's in good part because of the Eternists, but I'm wondering about the impact of the Crisis, because I'm doubting it's only because of the cult.




ramnblam -> RE: Puzzling dip in public assets' production (6/20/2020 9:59:42 AM)

It's the ****ing cultists Jdane, reeeeeeeeeeeeeeee. Click on one of the assets on the right hand side it gives you info about it's production and ****. If it says like 'Losing 39% due to Zone cirumstances' it's the dirty cultists.




Jdane -> RE: Puzzling dip in public assets' production (6/20/2020 10:40:02 AM)

Indeed, it says the same thing as the Workers Production Penalty stat, but there's still 12% missing.
Darn. Way to thank me for being nice and accepting to engage in private meditation sessions. [&o]




ramnblam -> RE: Puzzling dip in public assets' production (6/20/2020 11:02:33 AM)

My current game, the one I made the thread about earlier, the troops on the front have **** all supply because it was time for 60% of the workforce to go on enmasse yoga. Kinda slowing down that offensive :D




Jdane -> RE: Puzzling dip in public assets' production (6/20/2020 11:05:03 AM)

Up until then the effects had been mild (12 points at most). I really wasn't expecting such a spike.
60%, darn. I might want to rethink my support policy.

quote:

ORIGINAL: ramnblam

enmasse yoga


So true. [:D]




zgrssd -> RE: Puzzling dip in public assets' production (6/20/2020 11:17:23 AM)

There was a bug with the whole modifier - positive and negative - not working up to 1.03beta7.
The modifier also got a slight renaming to.

Could you maybe show us the log of one of your assets? Ideally something where we can see the actuall production as well?




Jdane -> RE: Puzzling dip in public assets' production (6/20/2020 11:48:15 AM)

That might be just that then. I'm playing version 1.03-beta7b.

[img]http://tof.cx/images/2020/06/20/91a66343b1e6fbc19f0666b1115c1170.md.jpg[/img]
Here's a log.

P.S.:
[img]http://tof.cx/images/2020/06/20/f6c443735bebfaaba0bb9cfd45e745f2.md.jpg[/img]
I find it odd the log says 10 Worker Points were paid for production whereas mousing over the asset's card tells 1 100 Workers did work there. Would it be that a Worker Point is worth 100 Workers? Anyhow.




ramnblam -> RE: Puzzling dip in public assets' production (6/20/2020 11:49:09 AM)

I didn't notice the cult bullshit until today with playing with the current beta patch. Makes sense though, I was teching quicker in this game with cults turned on and was ahead of my neighbours.




zgrssd -> RE: Puzzling dip in public assets' production (6/20/2020 12:49:06 PM)


quote:

ORIGINAL: Jdane

That might be just that then. I'm playing version 1.03-beta7b.

[img]http://tof.cx/images/2020/06/20/91a66343b1e6fbc19f0666b1115c1170.md.jpg[/img]
Here's a log.

P.S.:
[img]http://tof.cx/images/2020/06/20/f6c443735bebfaaba0bb9cfd45e745f2.md.jpg[/img]
I find it odd the log says 10 Worker Points were paid for production whereas mousing over the asset's card tells 1 100 Workers did work there. Would it be that a Worker Point is worth 100 Workers? Anyhow.

This is the math:
- 1 Worker unit is 100 Workers (in generall, 100 is the smalest unit of measurement for people).
- The asset needs 1 Worker unit for Upkeep. As long as you are not closing it, that always has to be payed (or the building start taking damage).
- It needs 10 worker units for Production.
Some of the displays combine Upkeep+Production cost. Some do not.

And yes, that is definitely the Produciton penalty finally kicking in.




Jdane -> RE: Puzzling dip in public assets' production (6/20/2020 12:56:56 PM)

Okay, thanks for your help, zgrssd.

Looks like I will need to have a talk with the Cult sooner than later then...




Malevolence -> RE: Puzzling dip in public assets' production (6/20/2020 2:37:08 PM)

See also in Tech Support -- Suffered xx% production penalty to zone circumstances





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