Science production is messed up

cast_no_shadow

Chieftain
Joined
Sep 28, 2011
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13
Running 1.13.4 & 2.5.2. No other MODS.

The science production doesn't seem to be working properly. For instance I noticed it said I had 2 turns ill my next discovery, this then increased to three turns on the next go. I kept an eye on the number of beakers and for next several turns and it didn't go up i.e. it was stuck on 252/800 odd so I wasn't getting closer to the next tech which was civil service.

Then magically it did start going up again, but not by the number of beakers it said I am producing!

A few goes later it went up by 500 beakers even though I'm only producing 260!

Another issue I'm having is the number of gold per turn figure is wrong. It's saying I'm making 50 a turn when I'm only making about 20 right now.

Anyone else had these problems?
 
I had a similar problem.
My game got hung up for 6 turns while researching Engineering.
It said 2 turns remaining all the while.
I reloaded 10 turns back and the problem was gone.

I am finding that the beakers per turn plus current science does not equal the total science in the next turn. It overestimates it.

On a similar point, Infoaddict shows me as being in the lead in tech.
However, the enemy is using cannons and cav even though I'm in the middle ages with knights. What's up with this?
 
It gets worse. I'm noticing the same issue with social policys and religion i.e. sometimes the no. turns to the next social policy/great profit does not reduce when you get to your next turn. And when it does reduce, the number you generate a turn does not seem to add on to the number from the previous turn. Science/gold/social & religion all seem messed up!

When any of these counters get frozen there seems to be a catching up process at some point where they jump forward somewhat, but I'm not entirely sure if they jump forward enough to make up for the lost ground.

Either way this is extremely frustrating.
 
Yeah, the yield counters are all messed up, science, happiness, GPT, city production, etc. Sometimes you can refresh them yourself (e.g. enter and exit a city), but they jump all over the place. To be honest, I've not really bothered to track what gets lost if anything and am rather hoping it'll all be in sync in a future release.
 
@cast_no_shadow, I've just had the exact same thing which you described in your opening post happen to me with culture. I was producing about 760+ per turn and some turns it would go up only by a couple of hundred (if that), then jump a bit more on others. Was stuck on 9-10 turns for the next policy for ages (and I was in the middle of a war waiting to fill out the mercantile tree). I still have the game so I might investigate it further. Something's definitely very wrong with it all though.

[GEM 1.13.4/CivUP 2.5.2]

Edit: I added a couple of screenshots so you can see what I mean.
 

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Religion is really messed up. Particularly evident later in the game where I'm trying to buy great scientists and it keeps getting totally stuck and adding say 10 or 20 points a go for 3 or 4 turns in a row instead of the 270 odd I should be getting. Really frustrating as the AI catches up on my science - playing at high difficulty levels. Especially when i worked all game to build a nice tech lead.

This is really ruining my games, at least the science bug seems to catch up although sometimes that gets tuck for 3 or 4 turns too and I have to reload.

What on earth is causing this, is no one else having these problems?

Seems like a serious bug. Any fixes? I doesn't even have a mention in the latest GEM Beta MOD :-(
 
I haven't encountered these as seriously no (if the per-turn yields have been off, it hasn't been enough for me to notice that something is stuck doing nothing, at least in 1.13).

Any logs that could be posted would be helpful here to see if a common cause can be tracked down.
 
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