Science bug?

Hieronimous Bosch

Chieftain
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Jun 11, 2025
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Hello everyone,
I've got a strange bug about, I guess, research agreement, enlightment mod for vox populi, expending great person and so on.
Basically, marathon game as Venice, I'm in a point where, for a combinations of situations, my accumulated science points keep getting higher and higher at every turn, and every tech just need 1 turn to complete.
How can I edit my accumulated science points?
Thank you
 
Hmmm I remember seeing this once a long time ago (year+) but never reproduced it. I assumed it was related to me messing with the database mid-game.
It might be related to this bug that was on github with gold

If you look at your cities, do you see a similar source of yields?
 
Not sure, I will post some screenshot and detailed what happened.
It just sucks, 700 turns and bam, useless game 😣 if only there's a way to edit my accumulated science points to zero
 
Not sure, I will post some screenshot and detailed what happened.
It just sucks, 700 turns and bam, useless game 😣 if only there's a way to edit my accumulated science points to zero
If all you want to do is nuke your research progress you can do that through firetuner in the "Active Player" tab by setting it to 0:
1749692643776.png
 
This happened to me in a marathon game as Songhai recently. I didn't see the science as coming from any city and it wasn't in the instant yields. But it seemed to be exponentially growing by about 10x every turn. I didn't have research agreements enabled but did have hokath's enlightenment era mod.
 
I've had this happen sometimes, but to an AI, making the game unwinable. It's not EE, because I didn't play with that.
 
This happened to me in a marathon game as Songhai recently. I didn't see the science as coming from any city and it wasn't in the instant yields. But it seemed to be exponentially growing by about 10x every turn. I didn't have research agreements enabled but did have hokath's enlightenment era mod.
Yes, exactly this! Maybe this is where the problem sits, I was doubtful because I already research a couple of tech in that era so maybe was for something else 😉
 
It might be related to this bug that was on github with gold
That bug can only affect gold, not other yields. This here sounds more like an overflow issue to me, or maybe it's caused by a modmod.
@Hieronimous Bosch Make a bug report on github, attach a save game from one turn before the bug and list the additional mods you use: https://github.com/LoneGazebo/Community-Patch-DLL/issues
 
Undefined behaviours can affect anything. We can't really be sure how the allocated memory is ordered.
But memory for arrays is allocated in contiguous blocks, and the bug with m_aiDamagePermyriad only affected the first index after the array boundary, which can't be one of the higher-than-zero indices of another array with the same data type.
 
Oh, you're totally right, I thought it was ID 0. I still think my logic regarding arrays and memory allocation is correct, so there must be yet another bug somewhere.
 
I didn't see the science as coming from any city and it wasn't in the instant yields.
Yes, exactly this!
Ok so something overflows the research one-off perhaps and then it is messed up forever.
@Hieronimous Bosch did you try set it to zero with the firetuner like Vern suggested? Did that fix it, or did it just come back?

I've had this happen sometimes, but to an AI, making the game unwinable. It's not EE, because I didn't play with that.
Yes when I saw it I wouldn't have had EE either. Perhaps it appears for us suddenly with EE because it is using a bugged table that is very uncommon or unused in base VP?
@Solic were you running other mods, custom civs perhaps?
@L. Vern can you check AI games to see if this ever happened (would it have been obvious)? I notice
 
Ok so something overflows the research one-off perhaps and then it is messed up forever.
@Hieronimous Bosch did you try set it to zero with the firetuner like Vern suggested? Did that fix it, or did it just come back?


Yes when I saw it I wouldn't have had EE either. Perhaps it appears for us suddenly with EE because it is using a bugged table that is very uncommon or unused in base VP?
@Solic were you running other mods, custom civs perhaps?
@L. Vern can you check AI games to see if this ever happened (would it have been obvious)? I notice
I'm trying right now, but I'm no expert with this livetuner, I'm searching on the web to know how to :lol:
 
Ok so something overflows the research one-off perhaps and then it is messed up forever.
@Hieronimous Bosch did you try set it to zero with the firetuner like Vern suggested? Did that fix it, or did it just come back?


Yes when I saw it I wouldn't have had EE either. Perhaps it appears for us suddenly with EE because it is using a bugged table that is very uncommon or unused in base VP?
@Solic were you running other mods, custom civs perhaps?
@L. Vern can you check AI games to see if this ever happened (would it have been obvious)? I notice

I'm on holiday now for the next 2 weeks, so I cannot check, but I certainly saw it happen in a game like at least half a year ago, so it shouldn't be something recent. I play with a bunch of mods in the subforum here like 4UC, unique city states, EMR, improved city view, the ideologies pack, religious victory, the natural wonders of even more wonders. Custom civs, I've tried nearly all of them but I rarely have more than 2 or 3 enabled and I didn't notice it happening on a specific civ.
 
I have had the science overflow bug a number of times. I think it may be related to the vanilla science overflow bug. I don't recall the details, but because techs are cheaper if someone else has it, if you have excess science over your current tech's requirement, it becomes multiplied at the end of the turn/beginning of the next turn. It continues snowballing for a few turns before it resets to 0, but it effectively gives you a few free techs.

For example: if you are researching a tech that required 20k science, and you end the turn with 30k (instant yields, scientist, etc), you have 10k sci left to roll over. Somehow this 10k becomes something like 40k on the next turn, so you will start the next turn with 40k + whatever your base sci/turn is. This compounds a couple times, I think reaching several million sci, before it overflows, going to a huge negative number, then resetting to 0 sci.
 
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