NegativeZero
Warlord
- Joined
- Mar 29, 2017
- Messages
- 260
It was speculated on the main Livestreamer Preview Thread that Mali's production doesn't look exactly right in the press version.
Marbozir's Video in question:
After establishing his capital, Marbozir started a scout which civ 6 told him it would take 20 turns (standard speed).
Twenty turns for a scout is way too long even with Mali's -30% production malus to unit production.
Lets look at the numbers since Marbozir scrolled over them on the city panel before turning:
The Capital was making 3.1 production per furn which breaks down to+1 city, +2 copper desert hill, and +0.1 from amenities (5% from happiness) +2 Palace, +1 tiles, and +0.1 from amenities.
Without Mali's negative it should take (30/3.1) = 9.677 or 10 turns for a typical scout in that city.
With Mali's negative it should take (30/ (3.1*.7)) = 13.824 or 14 turns.
These numbers indicated the malus production is more than 30%.
If we double Mali's production penalty (-60%) it would take (30/ (3.1*.4)) = 24.193 or 25 turns.
It doesn't seem like the game is doubling the production malus with that example.
After playing around with the numbers, Civ 6 seems to handle Mali's negative production like this:
(30/ (( 3.1 x.7) x.7)) = 19.749 or 20 turns.
Civ 6 seems to far exceed the -30% production stated in Mali's description but doesn't double the malus.
I'm not sure if this has been fixed within the most up-to-date version of GS, but the press access version seems to contain a huge bug for Mali.
I think it may have been reported before, but this should confirm it was in the game at some point.
Edit: Fixed proper sources of production.
Edit: Anton's answer for visibility.
Marbozir's Video in question:
After establishing his capital, Marbozir started a scout which civ 6 told him it would take 20 turns (standard speed).
Twenty turns for a scout is way too long even with Mali's -30% production malus to unit production.
Lets look at the numbers since Marbozir scrolled over them on the city panel before turning:
The Capital was making 3.1 production per furn which breaks down to
Without Mali's negative it should take (30/3.1) = 9.677 or 10 turns for a typical scout in that city.
With Mali's negative it should take (30/ (3.1*.7)) = 13.824 or 14 turns.
These numbers indicated the malus production is more than 30%.
If we double Mali's production penalty (-60%) it would take (30/ (3.1*.4)) = 24.193 or 25 turns.
It doesn't seem like the game is doubling the production malus with that example.
After playing around with the numbers, Civ 6 seems to handle Mali's negative production like this:
(30/ (( 3.1 x.7) x.7)) = 19.749 or 20 turns.
Civ 6 seems to far exceed the -30% production stated in Mali's description but doesn't double the malus.
I'm not sure if this has been fixed within the most up-to-date version of GS, but the press access version seems to contain a huge bug for Mali.
I think it may have been reported before, but this should confirm it was in the game at some point.
Anton's final answer:
"From what I see, our wizardly lead programmer fixed it last Tuesday, which was after the press build went out"
https://twitter.com/antonstrenger/status/1092856472231391232
Edit: Fixed proper sources of production.
Edit: Anton's answer for visibility.
Last edited: