(1.12b) Bugs with the new Specialists?

Arkenian

Chieftain
Joined
Dec 30, 2003
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2
I'm not sure if these bugs are new with the patch or not, as I hadn't played C3C late enough in the conquests to have access to the new specialists.

Random Map Game, standard rules . . . Single Player, My government form is democracy.

Both of the new specialists appear to have bugs in them. I'll try to include a proper savegame for the second CE bug.

Policeman -- Policeman both add one (good) shield to the TOTAL production of the city, AND change one (corrupt) shield to (good). Thus adding a total of two good shields, and the commerce benefit. I can't believe this was intentional :) (I've checked this in both the domestic advisor and the city screen, I haven't been able to set up a situation where I can fine-tune check the build times)

Civil Engineers -- There are two bugs here, and, yes, a minor editorial comment. One is generally applicable and one is a corner case.

1.) (General Bug) This applies to all civil engineers... When I make a civil engineer, the extra shields don't show up in my production box, or the domestic advisor. They do (in what is an exceedingly disturbing feature, IMO, because of what it implies about how production is actually calculated) appear to be correctly applied to build times.

2.) (Corner Case) When I apply a civil engineer in a city which has a coal plant but I don't have any coal myself (I do however have it via trade in my strategic resource box, that doesn't seem to matter. I'm too tired to try and work out a situation where I get my coal back so I don't know if its an effect of having lost the coal once, or from not having it at all/only via import) the civil engineer doesn't have any shields under it in the display, and is not applied to build times. I went back and checked and it does work when I still had coal (I had two coal sources expire in the same turn *mumble*) And it applies to any city with both plants (Note that whether or not coal is in the strat. resources box I get the benefit from the coal plant to my overall production values from squares) If this isn't clear, let me know, it's late . . .

3.) (Comment NAB) I have long wanted something like CEs in the game -- so that you can have cities that are both very large and very productive, and am happy to see them, but the benefit seems a touch low. If you have replaceable parts and a large city, you probably have railroads and factories (or more) Thus, I can take two food and turn it into two shields via a CE, or I can take two food and turn it in to 3 or more shields via putting a mine in place instead of irrigation . . . IMO, it would be cool if all specialists gained the benefits of appropriate multipliers (this would have the neat side effect of causing scientists to congregate at science great wonders, which I think would be neat, but I understand how it could get very abusive), but the CEs are a bit odd, since unlike extra science, there's a definite conversion of food to shields . . . Especially since, if I was required to guess, I would guess that it was attempting to apply CEs without cranking them through the multipliers that caused bug #1.

If more info is helpful lemme know.

-Arkenian
 
It's actually a feature. The extra shields are added on to certain types of improvements (I think only wonders), so having the shield output show the extra shields would be misleading... Although, a minor code change to show it only when a wonder's being built would be fine.
 
Originally posted by Chieftess
It's actually a feature. The extra shields are added on to certain types of improvements (I think only wonders), so having the shield output show the extra shields would be misleading... Although, a minor code change to show it only when a wonder's being built would be fine.

Are you implying here that Civil Engineers can only be used to build wonders. Or am I missing something.

So far I have not used them. Because if I can not see an immediate effect on screen - I assume it is not working or is not yet applicable to the game (i.e. I still need to do (research!) something else before they start working).
 
Originally posted by Harrier


Are you implying here that Civil Engineers can only be used to build wonders. Or am I missing something.

So far I have not used them. Because if I can not see an immediate effect on screen - I assume it is not working or is not yet applicable to the game (i.e. I still need to do (research!) something else before they start working).

From the civilopedia:

^Once $LINK<Replaceable Parts=TECH_Replaceable_Parts> has been researched, a Civil Engineer can be used to
produce additional $LINK<shields=GCON_Shields> which can be applied toward the production of city Improvements and wonders.
 
That is fine. Improvements and Wonders. I misunderstood your previous post.

C.E.s are after all buiders so their extra shields should not help build units.

It would be useful though it there was a small icon below their pop head that indicated what they added to the production box.

Blue shields if it is an improvement or wonder, or a grey shield with a red cross (strike out) though it if you are building a unit.

Just a thought.
 
Originally posted by Harrier
That is fine. Improvements and Wonders. I misunderstood your previous post.

C.E.s are after all buiders so their extra shields should not help build units.

It would be useful though it there was a small icon below their pop head that indicated what they added to the production box.

Blue shields if it is an improvement or wonder, or a grey shield with a red cross (strike out) though it if you are building a unit.

Just a thought.

They do show two shields on the CE pop head in my games but the shields don't show up in the production box (although build times are recalculated). The only time CEs don't show shields on a pop head in my game is if a unit is being built.
 
Okay. You're right, the not showing shields under the head appears to be unit production. *looks a bit stupid and mumbles something about automated production queues being almost not worth the effort, combined with my test case being armies, since I've optimized army production more times than I can count* the not-showing-production-changes-during-construction is very annoying, still.

And the bug with policemen still stands, I think, unless no one else has noticed?
 
1.) (General Bug) This applies to all civil engineers... When I make a civil engineer, the extra shields don't show up in my production box, or the domestic advisor. They do (in what is an exceedingly disturbing feature, IMO, because of what it implies about how production is actually calculated) appear to be correctly applied to build times.
:hmm:
in v1.00 C.E. extra shields go into the production box... as long as you buld an improvement or wonder (extra shields get substracted from already accumulated shield amount if you switch to a unit build)
 
The extra shield or trade generated by a policeman are actually recovered from corruption, so they DO go through the multiplication of any improvments. Therefore, if you had a factory in the city you were mentioning, the policeman would recover one formerly corrupt shield, but then another is added due to the factory in place. (If you have a factory in that city, from your other comments you appear to, but it may be a different city).
 
There is (at least was in 1.00) another minor issue with the C.E.:
Hiring a C.E. in a city that starves does not give 2spt in case the C.E. dies. (Imagine specialist-hiring on a bigger scale to starve down foreign pop).
Taxmen or scientists however, give gold/beakers when they starve.
 
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