Negative production while creating industrial zone

I was thinking of it overnight a little, it seems the bug is triggered when you repair a district, probably because repairing a district only costs a small fraction and maybe the rest overflows into whatever you try to build next.

What has me concerned... Wouldn't the AI fall prey to this all too easily? Especially if they were given code to prioritize fixing Districts? On high difficulty they have really high production bonuses so they would eventually overpower it, but not before losing a few hundred hammers they could have used to defend themselves. On lower difficulties, I imagine it could shut down a city, barbs could likely easily do this.
 
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.

Yes that's correct. If you sink your 1 turn into something you will never really have to build in that city for rest of the game, that's fine too. e.g. if it's a medic, it'll say like 59 turns. Once you switch away from it the next turn, the medic will remain 59 turns forever for rest of the game no need to buy it unless you really need it.

Quite sad however that we have to strategize around a game bug that has stuck around since beginning of the game.. hope the devs notice and fix it at some point. If I recall correctly it was posted in the bugs forum a while back..
 
Just adding to the mix: negative prod on bank. Rest of production options also display wrong number of turns. Reloading did not help. I have no mods.
 

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This "negative production" bug usually happens when you repair pillaged district or building. In my game, Kyoto got 3 pillaged district and I spent the rest of the game to repair those things!
The bug is a reason to burn down conquered cities, rather than to keep them.

FIX THIS, PLEASE!!!
 

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Just build a scout for 1 turn. All the negative production will only go towards it.
 
Anyone had ever noticed this? After repairing a district, you will need a long time to build everything just next to it in a very long time. And the reason is because you got MINUS OVERFLOW!
4717e3d56d0d02cb.jpg
 
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