[FIXED] Patch 1.0.1.135 - Science Calculation Bug

Petek

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The following bug appears to have been introduced in version 1.0.1.135 since I don't recall it being mentioned previously. When playing a new game after getting the patch, I noticed that I was researching techs several turns earlier than I should have. The attached save game (Research.Civ5Save) begins on turn 176. I'm generating 12 science per turn, have 170 science out of 213 needed to discover Writing and should actually research Writing in 4 turns. On turn 177 I now have 182 science and should discover Writing in 3 turns. This is as expected. However, I discover Writing at the beginning of turn 178. Science output is still shown as 12/turn. I now begin to research Sailing, which also requires 213 science and there was no carryover. Finally, on turn 179 I now generate 13 science/turn and have 17 science out of 213 needed. Perhaps this bug was created when trying to fix the lack of science overflow mentioned in this thread. Or am I overlooking something about the way science works?

ETA: I forgot to mention that you need to have the Babylon DLC to load this game.

ETA2: After starting other games, I found that after the first tech discovery, everything is fine and the tech overflow is correctly carried over. However, subsequent techs exhibit the sort of problem mentioned above.

Moderator Action: I'll confirm this bug since it has happened in all my post-patch games. Moved to the Confirmed Bugs forum.
 

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When I look at the numbers both techs should have taken more turns to finish.
It's not an incident since the last patch. These are examples of many.
Did I miss something? Or is this a bug?

First situation :




Second situation :

 
MouseyPounds has pointed to the thread that described this bug. Your time to research the first tech is correct, but most subsequent techs are discovered sooner than expected. Probably introduced when fixing the prior "no research overflow" bug.

Moderator Action: Thread merged.
 
Here are 2 savegames of situation 2.
In this game almost every late tech did finish ealier.
 
I think this bug is really just a display issue in that it does properly calculate and use the research overflow, it's just not updating the displayed beakers applied and remaining turns to complete based on the amount of overflow added.

If the first tech takes 50 beakers and you generate 7 bpt, on the 8th turn you'd complete the tech with 6 beakers overflow. If the 2nd tech takes 75 beakers and you continue generating only 7 bpt, without the overflow it would take 11 turns with an overflow of 2. However, since you had an overflow of 6 from the first tech that left 69 beakers remaining on the 2nd tech when you start it. That's only 10 turns of research to go, instead of the original 11, with an overflow of 1.

If the displayed beakers and turns remaining are using the tech cost chart and beakers added per turn, but not adding the beakers from the overflow, then the display will always be off by the overflow amount. This can have the effect of making techs appear to complete 1 or more turns early, yet they are actually completing on the turn they're supposed to based on the the tech cost, generated bpt and overflow added from the previous tech.
 
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