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
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

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