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.1 turn remaining

Posted: Tue Jul 07, 2020 10:59 am
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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RE: .1 turn remaining

Posted: Tue Jul 07, 2020 11:17 am
by demiare
This is usually a side effect of Eternity Movement cult ~10% penalty for all workers, including construction ones :)

RE: .1 turn remaining

Posted: Tue Jul 07, 2020 11:44 am
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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RE: .1 turn remaining

Posted: Tue Jul 07, 2020 11:56 am
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.

RE: .1 turn remaining

Posted: Tue Jul 07, 2020 12:03 pm
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).

RE: .1 turn remaining

Posted: Tue Jul 07, 2020 12:12 pm
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.

RE: .1 turn remaining

Posted: Tue Jul 07, 2020 12:38 pm
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.

RE: .1 turn remaining

Posted: Tue Jul 07, 2020 1:32 pm
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!

RE: .1 turn remaining

Posted: Tue Jul 07, 2020 1:54 pm
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.