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[1.09.05] Negative money after resolving striking workers.

 
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[1.09.05] Negative money after resolving striking workers. - 6/28/2021 10:20:16 AM   
Jadey

 

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So somehow in a multiplayer turn I resolved some strikers with a payment and for some reason it took all of my money and then some. I already emailed Vic a copy of my save game post incident along with a report, I'm making a post here for visibility.




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RE: [1.09.05] Negative money after resolving striking w... - 6/29/2021 9:51:54 AM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
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Duplicate ?

https://www.matrixgames.com/forums/tm.asp?m=5041645

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RE: [1.09.05] Negative money after resolving striking w... - 6/30/2021 11:56:36 AM   
Clandestine

 

Posts: 22
Joined: 6/16/2021
Status: offline
Yes.

It put me in the negatives as well which as far as I know is impossible to do with any decisions: You don't have the money, the respective decision is grayed out.

(in reply to BlueTemplar)
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RE: [1.09.05] Negative money after resolving striking w... - 7/16/2021 7:09:26 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
I'd really appreciate a save game from where i can make the decision and see the same effect occuring.

(the save sent was appreciated but not what i was looking for)

Best wishes,
Vic

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(in reply to Clandestine)
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RE: [1.09.05] Negative money after resolving striking w... - 7/16/2021 12:43:50 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
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I can not give you any savegame, but I can take a look at the code.

Decision format is Epsilon, propably to account for the rolls needed in option 3.

The credit cost from Epislon 1 and the effect from Episilon 2 are:
Minor Worker Strike:
"ZONEKEY.worker" for the minor strike
"The protestors were happy that their demands were accepted."

Major worker strike:
"ZONEKEY.worker*2"
"The protestors were happy that their demands were accepted."

So there is no room for any mistakes on that side. It is the KISS principle in action.

However one thing I did notice is a incredibly convoluted formula on the minor worker strike conditions:
TEMP1=((ZONEKEY.workerHapiness)-(ZONEKEY.unrest+REGKEY.epochUnrest)+(dth(3,20))+(REGIMEKEY.popularity/4)+ZONEKEY.fear);
TEMP1<110|ZONEKEY.union1_strike>=ROUND;
ZONEKEY.worker>9; dth(1,100)<30|ZONEKEY.union1_strike>=ROUND; ROUND>2;
ROUND>ZONEKEY.workerUnrest|ZONEKEY.union1_strike>=ROUND;


As opposed to the check from Major unrest:
ROUND>10; 
((ZONEKEY.workerHapiness)-(ZONEKEY.unrest+REGKEY.epochUnrest)+(dth(3,20))+(REGIMEKEY.popularity/4)+ZONEKEY.fear)<90;
ZONEKEY.worker>9;
dth(1,100)<30; ROUND>ZONEKEY.workerUnrest;


Maybe TEMP1 ends up somehow used in the credit assignment code? It would be about the only case I can think off.

< Message edited by zgrssd -- 7/16/2021 12:44:12 PM >

(in reply to Vic)
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