worker - "one turn remaining"

Carazycool

Warlord
Joined
Feb 25, 2007
Messages
263
Location
MA
it seems that when using a worker to build improvements, the number of turns that it says are remaining to complete the improvement has a problem. I don't know if this should be considered a "bug" or what, but it is annoying.

if you bring a worker onto a tile and want to build a farm, you may be told that this will take 6 turns (or however many). Great. This number is accurate. 5 turns later, when the farm will be completed the following turn, you will be told that there is one turn remaining. this is also accurate.

the problem is that 1 turn later, if you scroll over the worker, it will still say 'one turn remaining.' so there is no way to tell apart a worker who will finish an improvement on that very turn or a worker who will finish an improvement the next turn.

this isn't a huge problem but i find it annoying. i like to micromanage my workers and its good to know when exactly the worker will be ready for another task. if the worker will finish an improvement on that same turn, it should say "0 turns remaining."

Have other people noticed this?
 
Workers making improvements move at the end of a turn (after you click on next turn). So they have yet to do their last (day's) turn's work.

So, when you click on them, their last turn of work has not happened yet, but will be done before the beginning of the next turn.
 
Workers making improvements move at the end of a turn (after you click on next turn). So they have yet to do their last (day's) turn's work.

So, when you click on them, their last turn of work has not happened yet, but will be done before the beginning of the next turn.

what i am saying is that this is not consistent. if you scroll over a worker who has 2 turns of work left to finish an improvement, but he has not yet moved that turn, it will still say "one turn remaining." If I remember correctly, civ IV did what you are suggesting (only counting the "turns remaining" after the worker had done his work on that turn) but in Civ V, it is all screwy.
 
It's rather easy to fix: looking at the SDK, the relevant routine has a "return max(1, xxx)" instead of "return max(0, xxx)".
But stop whining, it's never going to get fixed.

First of all, reporting a bug is not "whining". This is the bug reports forum -- what do you think threads here are for?

Second, if it's easy to fix, ALL THE MORE REASON Firaxis should fix the bug, especially when it is so longstanding.
 
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