[GEM1.6.6] Production time estimates are too short

ekolis

Chieftain
Joined
Dec 25, 2011
Messages
74
I've noticed that sometimes if I want to build something that says it will take 1 turn on the production chooser (say, a worker in the renaissance era at my capital), it actually ends up taking 2 turns (and displays as 2 turns on the city bar). Not sure exactly what's causing this, but my best guess is that the production chooser assumes that production will overflow from the previous production item, but the actual game code doesn't let it overflow?

BTW, yes, this is an old version of GEM - didn't see any production-related fixes in the more recent versions! (Is it safe to upgrade mid-game to the latest version? Looks like there were a lot of tech tree changes and I don't want to break my savefile!)
 
As a general rule you should complete, or abandon, saved games before switching versions.

If this is still around in the later versions, someone will pipe up with it. :)

It sounds like either the tech screen popup issue being wrong (which was fixed) or the in-city tooltips for things like growth being off.
 
I have not yet updated gem's production panel for G&K compatibility. It's showing basic G&K stuff for now. I tried doing so a month ago but ran into all sorts of problems, because the code in that file changed a lot between vanilla and G&K. I intend to try again soon. :)

The main differences between the unmodded and modded production panel are:
  • The mod has the capability to show yields from some new sources (the issue highlighted in this thread).
  • The mod sorts the list instead of showing items in the order they are read from files. This is why the base game puts mod-added buildings like the Mentor's Hall at the bottom of the list, instead of with the other science buildings.
 
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