Negative production while creating industrial zone

contrasupra

Chieftain
Joined
Oct 19, 2016
Messages
89
I'm not sure the best way to describe this, but I'm trying to build an industrial zone in one of my cities and I think I'm making negative progress. I had stopped building it for a long time and came back to it - for a few turns it seemed like the turns to completion was increasing, but I chalked it up to an unhappiness issue or the game not showing the remaining turns accurately. Then I looked more carefully and noticed that the progress to completion actually shows a negative number (sorry for the horsehockey cell phone pictures, I'm in Boot Camp and I couldn't figure out how to take a screenshot):

dCr2tZf.jpg


I also noticed that on the bottom city panel, where it shows the brownish progress bar, mine is actually going backwards:

5adnDux.jpg


I'm not sure what to do now, since I started it so long ago I can't really roll back to an earlier save, and you can't undo or replace a district - I'll probably just start a new game, which is fine. But has anyone else had an issue like this?

EDIT I should add a few more details. When I took a break from building the industrial zone, I spent a long time repairing other pillaged districts in that city (I took it in a war and they had some barbarian issues before I showed up). Also, this issue does not effect any of my other cities and Athens can build other things just fine. The only issue seems to be the industrial zone.
 
Hmm, I stupidly didn't think to make a save at the time, but here's my most recent autosave (it's just one turn back - Athens is finishing a library because I was experimenting with building something else but you will see the issue if you switch to industrial zone). You can see I overexpanded and didn't have enough amenities, lol.
 

Attachments

I see the problem, but don't know what's causing it.

In Athens, the IZ shows on the map as unfinished (ignore the tile tooltip that shows +4 hammers from the IZ; that tooltip appears the moment you start construction of the district). The IZ tile graphic is the "under construction" graphic and the city production detail does not reflect any hammers from a completed IZ (in contrast, look at the IZ tile in St. Petersburg and that city's detail, where you have a well-behaved, completed IZ). When the library in Athens is finished, I queue construction of the partially completed Industrial Zone. It starts at 22 turns to completion (consistent with required 522 production / 24 hammers per turn of city production), and steps down reliably to 18 turns (now it's -168/254) over the next 4 turns.

Did you conquer Athens while Greece was building the IZ, or did you start and then stop the IZ yourself? And how long ago was that?
 
Hmm. So it sounds like you are actually making forward progress on the IZ rather than backwards, which sounds like an improvement at least. Maybe reloading solved the "going backwards" problem (but obviously didn't correct for all the lost turns of production).

I conquered Athens pretty early - I don't remember exactly when but he was using hoplites and I was using regular archers, and he did not have ancient walls. He declared surprise war on me so if I had to guess I'd say probably classical era? It was his only city, he had a holy site, campus, and commercial hub when I took the city and I think I had probably 3-4 cities down total.

I started the IZ after I took the city, but as I said, I took a loooooong break to repair the other pillaged districts. In retrospect I remember being puzzled at how long the repairs were taking, because it seemed like the turn count to repair was fluctuating a lot, but I didn't really look into it. Maybe the same problem was occurring there - they eventually finished, which makes sense if reloading cures the problem.
 
I had the same problem with a capital city I took from the AI. Despite having high hammers, building turn completion times were about 3X greater than what they should have been (e.g. at 10 hammers per turn, a 100 hammer building would say 30 turns). Reloading did NOT solve the problem. If I encounter it again I will post a screenshot/save for sure
 
I am experiencing a similar problem with production in a captured (and ceded) city. For no obvious reason all production times are much longer than they should be. For instance a 90:c5production: monument takes 28 turns to complete (at epic speed), even though the city appears to produce 11.5:c5production: per turn. It seems to happen when a building is finished (production time was correct for turn 120). The first time it happened to this city exiting Civ 6 and reloading seemed to fix it. However this time reloading doesn't solve the issue. It gets even weirder on the following turn, when the production times return to normal except for the monument that I begun at turn 121, which is now at -212/90:c5production:.
Save files for turns 120, 121 and 122 provided.

pldZOdRwj



po956c3fj
 

Attachments

Same here - captured Taiyan city, but I build Campus myself. It was pillaged later and now the library (from scratch) production progress is -246/120. Save attached
 

Attachments

Another example: Yerevan, a former city-state I captured from US who plundered its districts before taking. However, not only repair times, but also new build times are totally wrong: 17.8 hammers producing take 61 turn to build 648-hammer campus of 27 turns for 225-hammer builder. Save attached

Not a bug, but insane discrepancy between costs of different era units. Take Gelonus: 1-turn Horseman power 35 or 7-turn Knight power 48? Come on!

Summary: a poorly tested bugged game. Will wait for extensive patching.
 

Attachments

Regarding the long build times and negative production values I have a theory but I'm not sure if it's correct.

If you start building something and switch production towards another project it seems likely that the invested production decays over time. It also seems that there's no lower bound to this decay, ie. that the invested production can drop below zero.

This might explain the phenomenon to some extent, and would make sense for AI cities especially as the AI is more schizophrenic about its build order than human players.

Then again there also seems to be some kind of miscalculation going on when buildings and districts are pillaged/damaged because the repair times tend to end up longer than the build time for the original structure.
 
I've had this issue in my current game and after much reloading of old saves, I think I have it pinned down.

The issue arises in the first building/unit/repair you choose after completing the repair of a pillaged district (but not building). It occurs twice in the following series of saves (the last two are in a reply), affecting my city of Rouen.

On each occasion when you go to choose something new to produce after the district repair is complete, the number of hammers required for each option looks normal, but the turns to complete are inflated, as if there were actually more hammers required. When the project is selected, it shows as 0/XXX where XXX is the normal required hammers, but again with the inflated turns. But after ending the turn, it comes back with one less turn to complete (as would be expected) but with progress now negative. i.e. the build is starting from a negative number of hammers.

The following saves use the CQUI mod, with the relevant version also attached. I realize that the devs may not want to look at modded games but it is a UI mod only (not sure it even affects saves?) and the sequence of saves captures this issue perfectly.

Turn 255: I am at war with Philip. In the city of Rouen, I was building a university (yes, in the middle of a war). My aqueduct, campus and library have been pillaged. On the production queue, the university (in production) shows as 162/337, the campus as 45/235 (I thought pillage was supposed to do less damage than that), the aqueduct as 37/277 and the library as 60/120. All times to repair are consistent with those numbers and my production.

Turn 260: The war has ended. I stopped production of the university and am repairing the campus (up to 60/235 - 12 turns remaining @ 15.1ppt). The pillaged library and partially complete university do not show in the production window, but the tooltip on the site acknowledges the pillaged library.

Turn 270: No major developments. Campus repair now at 209/235, two turns remaining.

Turn 272: The first hiccup. The campus repair is complete and I have chosen to repair the library. It shows as 60/120… but with 17 turns to complete… enough turns for 245 production. Turns to complete for all other buildings and the later-era units are also inflated, as if they require about 180 more production than they should do.

Turn 273: After ending turn 272 it came back with the library requiring 16 turns (down by one as expected) but with progress -101/120. But the production times for everything else were back to normal. So (prior to the save) I switched to completing the university instead (now requiring only 9 turns, rather than the 22 it said on the turn 272 save).

Turn 283: The university has been completed and I’ve gone back to repairing the library, now -81/120 and requiring 13 turns at my slightly increased production rate.

Turn 290: Library repair continues, now 28/120 and requiring 6 turns.

Turn 300: The ridiculous library repair is now complete and I have started repairing the aqueduct, which is at 117/277, consistent with me having worked on it for four turns from its Turn 255 pillaged state. i.e. the repair hasn’t gotten any longer despite being chosen after the library repair (hence the conclusion that it only occurs after district repairs, see below).

Turn 308: I didn’t initially save at this point, but I stepped through again from turn 300 to replicate what happened after completing the aqueduct repair. At this point, there is one more turn required to complete the aqueduct repair. Going into the city screen, all the production times for potential prjects look fine, except for some short build times for older units, which I’ve seen raised as a query elsewhere.

Turn 309. The aqueduct repair is complete… and we’re back to the same situation as Turn 272. All the production times are inflated. I’ve chosen an industrial district and it shows as 0/495, but with a production time that will produce 728 hammers.

Turn 310. As Yogi Berra would say, it’s déjà vu all over again. 30 turns remaining for my industrial district with progress of -208/495. But if I want to switch to something different, production times are back to normal.

So the two affected “builds” were the library repair (chosen after repairing the campus) and the industrial district (chosen after repairing the aqueduct). But it didn’t matter what I chose – all builds showed inflated build times immediately after those district repairs were completed. Also once those builds were chosen and end-turn processed, the negative starting point for that project was locked in – I could switch to something else (like I did to complete the university) and it would go normally – but when I came back to the affected project, it picked up again from where I left it, i.e. with negative progress.

I’m not sure whether it’s possible that this is related to the fact that the district pillaging itself did more damage than I thought it was supposed to – unless they are supposed to be different to the 25% of initial production required to repair pillaged buildings?
 

Attachments

I'm having an issue with production and I'm hoping ya'll can help me figure this out, before I post to the bugs forum. First, screenshots.
Spoiler :

20161206151415_1.jpg


Spoiler :
20161206151430_1.jpg


Spoiler :
20161206151542_1.jpg



Why does London and Bristol have negative production towards their builds? If you compare Leeds to Bristol, Bristol should build the crossbow quicker than Leeds, even with the -1 amenity penalty, but instead it is taking 1 turn longer since it's not starting at 0 production towards the crossbow, but instead starting in the negative.

Likewise with London, making 46 production, it should be the library in 2 turns, not 3. Any explanation would be great.
 
I had the same problem with a capital city I took from the AI. Despite having high hammers, building turn completion times were about 3X greater than what they should have been (e.g. at 10 hammers per turn, a 100 hammer building would say 30 turns). Reloading did NOT solve the problem. If I encounter it again I will post a screenshot/save for sure
All sounds very similar to what's been happening in my game, and this is now, months later?

What's the reason this still hasn't been patched?!
 
All sounds very similar to what's been happening in my game, and this is now, months later?

What's the reason this still hasn't been patched?!

It has not been patched but there is a temporary workaround. I don't have the thread saved but in a nutshell: once you have finished repairing the damaged district, pick a low cost building to build. It will show the bugged astronomical number of turns. One turn later, buy it with gold. After that, the next building you build will be at normal cost and the bug is gone for good
 
Negative production bug in a city that has repaired a district is still present after the 2017 Australian Summer update. The workaround is still the same (build a cheap building for a turn then buy it).
 
It has not been patched but there is a temporary workaround. I don't have the thread saved but in a nutshell: once you have finished repairing the damaged district, pick a low cost building to build. It will show the bugged astronomical number of turns. One turn later, buy it with gold. After that, the next building you build will be at normal cost and the bug is gone for good

Just run into this. Thanks. Shame about the 10 odd turns I wasted before even noticing.
 
Bug still seems around, I didn't know there was a workaround, but in my game as Cyrus, I repaired an Encampment and then proceeded to fix the Barracks, -131 hammers right now out of 80. It's honestly a little ridiculous, It would take less time and resources to just buy a new barracks.
 
Yep, the bug is still present after the Spring patch, however, I've found a cheaper version of the workaround: after repairing the damaged district, just sink one turn into something mostly useless, like a spearman or medic, and continue to repair buildings for normal amount of hammers, no need to waste gold on buying anything.
 
Back
Top Bottom