Page 1 of 1
[1.09.05] Negative money after resolving striking workers.
Posted: Mon Jun 28, 2021 7:20 am
by Jadey
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.

RE: [1.09.05] Negative money after resolving striking workers.
Posted: Tue Jun 29, 2021 6:51 am
by BlueTemplar
RE: [1.09.05] Negative money after resolving striking workers.
Posted: Wed Jun 30, 2021 8:56 am
by Clandestine
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.
RE: [1.09.05] Negative money after resolving striking workers.
Posted: Fri Jul 16, 2021 4:09 am
by Vic
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
RE: [1.09.05] Negative money after resolving striking workers.
Posted: Fri Jul 16, 2021 9:43 am
by zgrssd
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:
Code: Select all
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:
Code: Select all
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.