[R&F] Feudal contract policy does not appear to work?

Question

King
Joined
Mar 12, 2008
Messages
950
It says that it provides a +50% production bonus towards medieval/renaissance era melee, anti-cavalry and ranged units. OK. But when i mouse over any of those units, such as knights, crossbowmen or pike and shot, the bonus is not reflected in the final production cost. Neither is the bonus shown when i mouse over the city's production amount after selecting to build one of those units.

E.G. Crossbowmen have a base cost of 180 production. I am playing with the quick cost multiplier, so crossbowmen cost 120 production. Even with the policy slotted, it still says 120 production.
 
Knights are not affected by this policy as they belong to none of these categories (they are heavy cavalry).

All production multiplier policies work, but the interface simply doesn't display it.

Most of civ 6 interface is garbage if we're honest, full of bugs, usually displaying wrong information, and with glaring bugs left untended since release more than a year ago.
You'll get to know its quirks over time.

I still get mad at the "next-unit" button or auto select jerking me to the other side of the world instead of going to the closest unit.
They even fixed that one after complaints in Civ4 ! It's like they forget everything after each release.
 
Production modifiers do not reduce production cost - they increase production by the indicated amount. So, for example, your Quick speed X-bows, with production cost of 120, will still cost 120 cogs; in a city that is producing, e.g., 10 cogs per turn, they would ordinarily take 12 turns to spit out, but with a +50% production policy, the city will actually produce 15 cogs per turn towards the x-bow, with the result that the x-bow will spit out in 8 turns. And before you object that you can't see those extra 5 cogs, as Athmos notes, those extra 5 cogs are not displayed consistently through the UI, but they are there.
 
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