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Distant captured cities over producing
Posted: Sat Apr 11, 2015 8:43 pm
by icym
When I first noticed this, I set up a random game to test it out. If it is not something I am doing wrong, it seems like a unpleasant bug. Perhaps someone can confirm.
When an enemy city is captured set its production and direct that production to a HQ. The problem occurs if that HQ is beyond the 100% supply range.
In this case the captured city (Tokyo) was set to produce Political Points. The city is a Capitol, so it should produce 20PP per turn.
The illustration below indicates what happens.
This occurs if producing Recycled resources (and I think supply) as well.
The simple solution is to send the city's production to a closer HQ. By default I was sending production of PPs, supply or recycled resources to my (distant) Supreme HQ and unknowingly receiving inflated production.

RE: Distant captured cities over producing
Posted: Sat Apr 11, 2015 10:43 pm
by Twotribes
That is operating as intended. If you are beyond supply range city production to a distant hqs is delayed.
RE: Distant captured cities over producing
Posted: Sat Apr 11, 2015 11:45 pm
by icym
Thank you for your quick response.
I think I understand the concept of delayed production, the point in this specific case is that the production is not being delayed, the accumulated delayed production is instead being sent every turn.
Over 12 turns the maximum total amount of PP that could have gone from Tokyo to Moscow should be 12x20 or 240PP.
But the actual observed PP that was sent increased by 5 each turn: 25+30+35+40+45...etc., so Moscow ended up actually receiving 630PP over 12 turns!
RE: Distant captured cities over producing
Posted: Sun Apr 12, 2015 1:27 am
by Twotribes
No they did not, the undelivered 5 was not delivered every turn and instead accumulated at the site until you assigned a closer headquarters when the delayed PP was delivered.
RE: Distant captured cities over producing
Posted: Sun Apr 12, 2015 3:24 am
by icym
Twotribes, thank you. I am now enjoying eating some humble pie.
I was being mislead by the production overview screen which showed the potential output of the city, and the +PP gained at the top of the screen was also showing a corresponding amount.
However the Total PP at the top of the screen was incrementing, as you stated, by the correctly adjusted amount.
I found it hard to believe an error like this could have remained undiscovered for so long. It turns out the error was all mine.
RE: Distant captured cities over producing
Posted: Sun Apr 12, 2015 3:30 pm
by Josh
Yeah no problem things can get a bit complicated at times. Things like this happen usually on large or very large maps, like TwoTribes already pointed out, the max range is exceeded. Happens to me even now every so often. With many towns taken and producing stuff for me it can get complex. So that's when I start to check the "production overview" screen. Medium towns usually produce about 8 PP's per turn, so when in the overview screen a town produces 12 PP's I know I moved the corresponding HQ too far away, and need to link that city to an HQ closer by.
A workaround, not really a bug, is when say a producing city is a zillion miles from your railroadnetwork, then you can create an empty HQ in it (nothing in that HQ not even staff) and connect that town to the newly created HQ. All the PP's created, or other things if that city allows it, go to the new HQ, no delays. Heck you needn't even link the new created HQ to your SHQ.
RE: Distant captured cities over producing
Posted: Sun Apr 12, 2015 5:14 pm
by icym
Yes it was a large (151x126) map I'd created for my own WWII scenario. Learning to use the editor in the process - it's been a fun ride.
The problem arose in the Commonwealth turn when I mistakenly directed the output of Melbourne Australia to a HQ in Canada.
The suggestion to create an empty HQ is a good one that I'll keep in mind.
RE: Distant captured cities over producing
Posted: Tue Apr 14, 2015 10:38 pm
by Jeffrey H.
ORIGINAL: icym
Yes it was a large (151x126) map I'd created for my own WWII scenario. Learning to use the editor in the process - it's been a fun ride.
The problem arose in the Commonwealth turn when I mistakenly directed the output of Melbourne Australia to a HQ in Canada.
The suggestion to create an empty HQ is a good one that I'll keep in mind.
I look forward to your mod when you get it ready "enough".
RE: Distant captured cities over producing
Posted: Wed Jul 01, 2015 12:52 pm
by nedfn1
I am having the same problem on a very large map.
My supreme HQ should be geeing about 250 pp per turn but only about 75 are arriving.
How do I know my supply range?
My supreme HQ has over a hundred trains in it and it is able to keep all of the HQ's supplied and reinforced.