Infinite production bug in Switc version?

I'm wondering as well if you can do the same with the policy :"Colonization: +50% production towards settlers". That would be even worse. If someone feels like testing this I'd be curious to know the results. This bug really kind of took the fun out of the game for me =\
 
Wow. Just checked the forum after a long time(*) and was surprised to see this thread still going. Thanks to everyone (players and developers) for following up on the issue.

At this point, I can add that I've done this (accidentally) in at least half a dozen games. Sometimes, I spot the "overflow" issue starting to happen and then switch to producing something other than builders and it goes away after a few turns (but still with a lot of free production). Other times, it does in fact last for dozens of turns and the only way I've been able to make the problem go away is to keep making builders until the calculations go crazy and the next builder takes hundreds of thousands of turns to make (because the production count goes way into the negatives).

I can't 100% verify, but I feel like the issue comes up even without the 30% discount. I think it happened other times when I built a bunch of builders in a row.

I was wondering if the issue had to do not only with overflow from the bonus production but also the way production for builders and some other things are calculated internally - like, I know that the production cost of things like districts are not static so maybe the internal math on production involves some sort of multiplication and division that is meant to balance out but any overflow is not properly balanced out. That's just a guess, though. Or it could just come up with builders a lot since they are so cheap and often cost less production than the city makes in one turn.

(* You see, I've been busy playing this really addicted video game...)
 
Just a small update that I've verified that the issue comes up even without the 30% discount policy (or the 5 charge builder policy for that matter). Even just building a single builder will make the next build time much faster. That's in cities with ~20 production and no policies or anything to increase production.

This seems to get more noticeable later in the game. I wonder if there's an issue with some sort of era-based multiplier.
 
Back
Top Bottom