Different build speeds in same city

Greshym

Chieftain
Joined
Oct 23, 2016
Messages
3
Maybe I'm just missing something but some units seem to get way more progress per turn than they should be getting. For example, I have a city with 23.1 production which can build a Legion (110 production) in 3 turns. It should take 5 turns to reach that production total. The same city takes 9 turns to build a Pikeman (200 prodcution), which is correct given the city's production speed. I can also build a Battering Ram in 2 turns (which should take 3).

Could this have something to do with the tech? That doesn't seem to add up though because my medieval units didn't get cheaper when I got into the rennesaince. It would be strange anyway, because higher tech units already have higher production costs. This is kind of annoying me actually because this means I'm better off just spamming Legions than to build any of my more modern units.

NOTE 1: I do not have any production increasing civic active

NOTE 2: I also posted this at the general discussion forum because I'm not sure if it's a bug or an oversight on my part.
 
I'm so pleased someone else has noticed this! Yes at some point classical units seem to be available for half the production cost . It's as if a 100% bonus is being applied to all classical units even though no bonus card is being used.

Here is a link to a screen shot showing the problem. (with 16.8 production spearman should take 4 turns but only takes 2)

And yes I understand that policy cards apply bonuses here is a screen shot of my policies at the same time (I have no bonuses, and I've checked no city states or generals are applying bonus).

This makes a huge difference to the game and I think it's affecting the AI as well, as they keep spamming weak units later in the game. Really hope this gets fixed soon as it's spoiling what is a really awesome game. I think if fixed it will improve AI behavior too which would be amazing!

I'll keep investigating and find out exactly when it happens. Please let me know your thoughts :)
 
This has to be related to this incredibly strange bug/unexplained feature I got:

Findaflaw.png


Note that there's no surplus production, and it's not just an UI bug - it really does take 3 turns to make a horseman, but 16 turns to make a crossbowman, which is barely even stronger!
 
Yep this is the same thing... makes no sense for there to be such a big production cost difference between crossbowman and horseman... I'm gonna find out when it happens and I'll post a save with instructions on how to reproduce.

Surprised more people aren't concerned by this...

p.s. awesome photo evidence by the way dude :D
 
I can confirm I get exactly the same problem in my current Greece game (Emporer). At some point, quite early on, Classical and Ancient units became 100% cheaper than they should. I had been using Agoge (for the 50%), however even when I took it out I was getting the bonus. Again, no GP/CS/Wonder/religion based.modifiers - I've checked everything I can think of. It's kinda borked my game really as it's just meaning its far too easy to spam units and overrun everyone. My previous game (Rome/Prince) I didn't see this at any point.

I've attached an upload if this helps.
 

Attachments

I was also playing on Emperor when this happened so maybe only affects that difficulty setting. Gonna have a go on King see if it happens then.
 
This has to be related to this incredibly strange bug/unexplained feature I got:

Note that there's no surplus production, and it's not just an UI bug - it really does take 3 turns to make a horseman, but 16 turns to make a crossbowman, which is barely even stronger!

What did you build in this city before? Wasn't you repairing a pillaged district, and trying to build crossbow BEFORE you switched to repairing district?

Because that's what happened to me. After repairing a district, I was in NEGATIVE production of item I was building before (builder in my case). So in order to build builder, I needed to go from minus 72 hammers to zero, and then actually build it. I'd say this is your case also.
 
Nope, there were absolutely no factors at play that were specific to this city. This cost difference happened in all my cities, for whatever reason.
 
Further to this, I've been looking at some of the let's plays on YouTube and am seeing exactly the same thing, any pre-Medieval military units eventually end up taking roughly half the time they should to build based on their stated cost. Even taking any overflow into account there is no way a 60 cost unit should take 2 turns if you've only got 15 production. Either this is a bug or there is a hidden factor coming into play, either way it is annoying the hell out of me.
 
Might be related, and I don't have exact proof, but sometimes when I was building something it was, like... 9 turns left... I do something else and check again a few turns later, pop didnt change and production focus activated, ... still 8 turns left.
 
Noticed the same thing last night on King level: a Horseman that built in three turns for no apparent reason. When I added the Policy that increases production speed for mounted units, it went to two turns.

Part of the frustration of this is the lack of information in the interface. In Civ V you could always roll over your production total and get a breakdown of the base plus all the bonuses, so you could understand what was going on - and also if there were a bug like this it would be clear where it was coming from.
 
Haven't managed to get the same bug occurring on Settler level, but seen it on every other difficulty level I've tried. Doesn't seem to happen immediately (for the first 30 turns), but seems to start whenever I or another civilisation enters the Classical Age.
 
As a further sidenote, this means that you never ever want to touch the dead-end Military Tactics technology, as the Pikemen take over 6 times as long to build than their Spearman counterparts (should be just over 3). Far better to ignore this tech and just keep producing Spearmen.
Any thoughts I had that this was WAI and not a bug have disappeared, surely this cannot be right?
 
This is also true for Archers and Crossbowmen - and presumably every single unit. You do not want to unlock any new units.
 
Yes, but I mentioned Pikemen as they are part of a dead-end tech that you don't have to pick at all (unless you happen to want the lake-based wonder).
 
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