1.03 and production bonus bug

hi,

tried 1.03 just a second ago and, to my surprise, the bug that has been known since the first release still lurks there: military and social production ability / political party bonuses do not apply. Choosing industrialists and +50% military, and compared to a game without them, the result is same. No bonuses whatsoever.

Could somebody explain to me,
(a) how I have misunderstood this bonus math
or
(b) why Stardock does not fix this obvious, major, and simple bug even if it was known at the time of 1.01, 1.02 and 1.03? And if GC did have any beta-testing, it was known even before initial release.
583 views 14 replies
Reply #1 Top
The bonus makes no difference whatsoever. And yes, I know - and I am sure Bonkku does too - it is applied to capacity.

Example: With an initial 20% social bonus, I set military spending to 100%. Result: 17 Creds spent, 17 production received. Then I set social spending to 100%. Result 17 received. Then research... Result 17 research points received.
Reply #2 Top
I too have been suprised that this bug has persisted. Frogboy once made a statement that the coding for this seemed to be working fine, but it's hard to argue with what we're all experiencing in the game itself.

Reply #3 Top
Since it might be a systems specific problem, I posted proof in the stardock.games.galciv newsgroup!

It's named "Social and military bonus doesn't work! Proof included!"
Reply #4 Top
Doesn t work here too
Tested by experimenting with 100 % sliders, looking at planets etc....
Then tested by launching a new game and choosing a Civ with absolutly no bonus to these abilities and then one with Huge bonuses to these ( eg : Pacifists and Ultra ability to Social ), and there was absolutly NO difference with Starting planets of the same class ( restarted multiple times to have an appropriate planet for testing purposes )

And i know that these bonus doesn t give Free Production Units..... but they don t increase your production ability at all too :(
Reply #5 Top
My post apparently doesn't show immediately in the newsgroup, so please have patience...
Reply #6 Top
I've never been able to figure out what my "capacity" in a production area is. But isn't it possible that at the start of the game your income is too low to reach even the base capacity level, let alone reach into the extended capacity from bonuses?

For example, let's say with no mods your military prod capacity at the beginning of the game is 20. And your total income is 17. So if you put 100% into military, you'll get 17 shields. Now let's say you have a bonus of 50% in military prod, so your starting capacity is 30. But your income is still only 17, so 100% military will produce 17 shields just as before.

Um, this is how the system works, right? Like I said, I have trouble figuring it all out... As long as we're on the subject, wouldn't it be nice if we could actually *see* what our planets' capacities are, both base and modded?

Reply #7 Top
Vynd, not quite. Your percent gov't spending is sort of like guaranteeing to fund that percentage of each of your planet's capacity. So, if you set gov't at 100% and military at 100%, unless you're < -500, you will have the money taken out of your funds for fueling it.
Reply #8 Top
Yeah even if your taxes doesn t pay for what you re spending, u re producing you full production capacity

So now considering that "bonus" production ability ( well kinda not since for social and military it gives absolutly NO free production units ) doesn t increase at all your capacity, it s a total waste to pay for those ability when setting your civ and things that increase it after the game started.

The only one ability increasing productivity is research .....and it also gives u 2/3 of this increase as free units :d
Reply #10 Top
I believe Range +1 does not work since it writes range +1% in stats. And since after increasing range by 1 sector with gravity techs it boosts range stat by 10% each time, i think that they just forgot to add 9% for the range ability :notsure:

Btw, it s very confusing ( apparently for devs too since they failed for range ) how they just put every stats using percentage in the stat screen ..... some like speed and range clearly have nothing to do with those values since 10 % = 1 unit increase whatever the original ship value was.
Reply #11 Top
Yeah, I think you're right. It should be + 1 sector, not + 1% of a sector. ;)
Reply #12 Top
There's no need to argue complex game mechanics when it comes to the bugged social/military production, all you have to do is stick to simple practicalities: when you take a +research bonus you research faster, when you take a +military/production bonus you don't produce faster. Only someone who doesn't know this would waste precious ability points in these areas.

This is, IMO, one of the worst flaws in GalCiv currently. It's a newbie-trap waiting to happen, who doesn't want better production? I bet a huge percentage of new players choose at least one of those two +productions abilities and never know they got nothing at all in return. Heck, it ruins the Pacifist party (which would otherwise be my #1 party choice).
Reply #13 Top
I'm with you, Vorlin. I hadn't heard about this bug until I saw this thread. And since it sounds like it very definitely is a bug, I'm glad I only spent about an hour on the game I started yesterday with big production bonuses as my civ specialties.
Reply #14 Top
With the newest patch dated 25/4, the military and social bonus works as intended! :D