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A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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Beorn
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Joined: Fri Jun 24, 2005 2:41 pm

.1 turn remaining

Post by 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?

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demiare
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RE: .1 turn remaining

Post by demiare »

This is usually a side effect of Eternity Movement cult ~10% penalty for all workers, including construction ones :)
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Beorn
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RE: .1 turn remaining

Post by Beorn »

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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Malevolence
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RE: .1 turn remaining

Post by Malevolence »

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.
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demiare
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RE: .1 turn remaining

Post by demiare »

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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Malevolence
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RE: .1 turn remaining

Post by Malevolence »

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.
demiare
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RE: .1 turn remaining

Post by demiare »

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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Beorn
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RE: .1 turn remaining

Post by Beorn »


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!
zgrssd
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RE: .1 turn remaining

Post by zgrssd »

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?

Image
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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