Miscalculating Production for units

gdwitt

Prince
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Sep 27, 2010
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Location
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I was frustrated most in my last game by an erratic production timer.
This seemed to occur only with unit production.
I would have 90 production in a city and selecting a unit would cause it tell me the unit would be ready in 1 turn. 6 turns later, the unit was still stuck in the cue. Each turn, it was producing at about 15% of the promised production.
This wasn't true all the time, but overall, I had to overproduce about 10% production to actually get the unit out the next turn.
I know there is a penalty when You have too many units indicated by the red !.
However, I was early in the game with a tiny army and trying to ward off an attack.
What factors would cause a unit's production to be delayed other than having too large an army? Would having a another unit garrisoned in that city slow things down?

Know that I had modded the XML file in GameInfo to speed up unit training <TrainPercent>55</TrainPercent> where it had previously been 67 for quick.

I was not being fooled by the city's building production bonuses. I realized that many factor up production for building. These units were building at on average 80% of the stated unit production speed. Is something wrong with that calc.
 
Was your land occupied by enemies at the time? If they strolled over mines and such, it definitely would slow things down.
 
No enemy was on the tiles except in the first 3 turns. But I wouldn't the promised production have gone down? The unit, which was supposed to take 1 turn, took 6turns.

The only thing I can think of is that I had a garrisoned unit in that city.

This still doesn't explain why the other cities reliably underproduced units at around 80 to 90% compared to what the production screen promised.
For example, I wanted a knight requiring 99 production at my gamespeed.
I set the production from my capital to where it promised 105 production. Next turn, the knight was still producing and had only produced about 89/99 production. The capital was nowhere near the warfighting.

I also had production problems with promise times not being accurate for BUILDINGS. However, there are too many factors to argue over. For example, if I manually chose tile production, the city would often switch around the tiles worked when I opened the screen back up. In the production case above, I had locked all the production tiles.

This happened over and over.
I was just posted here to see if anyone else had noticed this.
 
very odd that the game would reset locked tiles. That is probably the crux of the problem.
 
It wouldn't reset locked tiles. If I moved a "person" and locked him to a different tile, the computer would automatically switch another person to that tile. annoying if you're trying to set the proper balance.

It's almost as if my reset of "trainpercent" in Gameinfo affected only the calculation of the turns to produce. But the actual production time was originating from another calculation.

Does Civ up or VEM have an override of trainpercent that was conflicting with the xml file of the main game?
 
I have had something similar to this, although it has only occurred in one of my games.
Playing as Songhai, tring to bust out some mandekalu quickly. Had production focus selected - said it was going to take 3 turns. However when i ended my turn during the loading phase i could see that the 3 turns had changed to 6 turns. At end of the loading phase this reverted back to 3 turns instead of 2. (I didnt keep an eye on how much production went towards this, will keep an eye out if this occurs again).

I was at war, however there were no enemy units in my borders (Although there may have been an enemy ship going in and out of my borders by my city in the same turn).

Even when i locked all tiles the production changed. Can't confirm on any details though.
 
I had also this Production turns change after end of turn and thought it was a bug until i realized that it was eventually the penalty for to many combat units.

When the warning is not on ( i dont have to much combat units ) it seems the turn switch dont happen.
 
The warning light for a large military was surely not on.
Plus, as Tids saw, I did notice consistently that between turns, the production times would double or triple then return to the original values when my turn came back.
So the questions persists: Are the trainpercent overrides in civup or vem that would affect unit production other than the large army penalty.
 
You are right, i have the problem again as i was producing a cannon unit.
After the end of the round the turns for production goes one up and at the beginning of the round it was only a part of the production added.

The problem for me is that this occour not everytime and not in every city.
 
Could you post a screenshot of the cityview's production tooltip when the problem is in effect? This is the tooltip you get when you hover over the yield amounts at the top-left of the screen.
 
Can confirm this.

Didn't even notice this until I read this thread. Even then I din't pay it much attention until I lost a race for the Great Library. At the time I said damn, but when I shut the game off a couple of turns later I had forgot I had set the auto save for 10 turns and lost 9 turns.

So the game brought me back to before the GL was built and it said I only had 4 turns to build it and 7 turns later I lost the race again.

I am still paying with 108 general release version.

Seemed to click over every other turn or something. Perhaps it's a rounding issue?
 
If it helps any, in jk_bonn's screenshot, if you take the base production (57), and add on _only_ the first three bonuses (Empire modifier for Military Units: 20%, Modifier for Unit Domain: 15%, and Modifier for Unit Combat Class: 15%, for a total of 50%), you get 85.5 which (rounded down) is the amount of production points that were actually added. Could all be coincidence, though. Need more data (screenshots) to be sure.
 
I can confirm the bug too in 1086 beta and have not seen it before. The screenshot is attached. Swordsman takes ages to get from 2 to 1 turn and still hasn't completed. Between turns, the completion time shows 9, then jumps back to 1 at the end of the turn cycle. I can't see any reason why other than a bug, but where?
Cheers
 
I think we must have a close look if this bug also appears in 1.09.

If the bug is also there this will be a problem.
 
Could be related to the wierd culture bug we noticed as well, they sound related in that your city is supposed to be producing amount x, but in fact is producing something much lower.
 
It's puzzling I haven't encountered this. I'll do some testing with glider1's save file.

Update:
If you've encountered this problem, did you ever load a savegame from within an active game? Or do you load saves from the main menu? I see the problem in this savegame, and I'm tracing it back through the yield library to find the root cause.
 
Glad the save file reproduces the bug. That save file follows the schedule of loading up the quicksave from a fresh start of the game. Then quicksave, exit game and repeat next day. No reloading hardly ever.

Cheers
 
So far I've traced the problem through several functions in the Yield Library, and I'm currently on "M_GetBaseYieldRateModifier". In cities like Novgorod of the savegame you provided, the city is reporting a -80% production modifier. I'm continuing to trace back further to find where this might be coming from.
 
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