Pillaging damaged districts again can lead to negative completion values [reproducible]

ksriram

Chieftain
Joined
Oct 28, 2016
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2
If I let barbarians pillage a district that has already been pillaged then the completion values can get negative. At which point it point it requires more production to repair it than it would have required to build it from scratch.

Here is a shrine with -4/97 completion.

This happened in version 1.0.0.26 (221715).
To reproduce the bug load the save file on turn 55 and start repairing the shrine in Voronezh, the barbarian horse archer will come and pillage it. On turn 56 you will see the situation seen above.

There was another game in which the barbarians pillaged my campus to -300 completion, unfortunately I don't have the savefile for that.
 

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Not exactly, here the production does go in the forward direction, just that barbarians are able to pillage it to negative values, I expect pillaging to take it to at most zero and not beyond that.

For roleplay purposes I can understand that something can be so broken that it harder to repair than build a new one, but if that were the case wouldn't anybody build a new one from scratch.
 
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