OK, I did not want to request a reload if I could find an explanation for what happened, and either find flaw with what we did, or find some evidence that it was a known bug that would 100% happen again after a reload. After looking into this for several hours, I can find no explanation for what happened. I asked T-Hawk to look at it, and he is completely baffled as well. I have no idea if a reload would fix our problem or not, but I would like to try. Here is an explanation:
Several turns back, we initiated a whip cascade at one of our cities with the idea of getting a 1 turn settler at the end of the cascade. The turn prior to last, we 3 whipped an aqueduct and all was still going according to plan.
Last turn, we applied 94 overflow hammers to the settler, and the city at size 7, also had 34/34 food in the box, so it was also set to grow that turn while building the settler. The game itself told us that the settler would be completed in 1 turn (and, as we'd calculated, should have 101 hammers into it when the turn rolled). All appeared to be going as planned. Then the turn rolled and:
The Settler did NOT complete. Somehow, we ended up with a settler with 99/100 hammers. The city DID grow, but, it grew to size 8 and now has 16/36 food in the box... say WHAT? The second element is not so much important, as it is bizarre and shows that something wrong is going on here, for, how is it possible that a city with a grainery grows from size 7 to size 8 and has LESS THAN 17/36 food in the box ON the turn it grew?! WTF?
As I said, I asked resident know it all (and I mean that in a complimentery way) T-Hawk to take a look at it and explain to me, if he could, how this could have happened.
Quote:I can't explain the 16/36 food behavior at all. Pretty sure there's nothing else inbetween the steps where growth is calculated and the granary's food retention is calculated. The only thought I had was that the granary hadn't existed long enough to fill its hidden store, but that's not the case. So I can't explain it.
That pretty much summed up my thoughts.
Quote:The hammer behavior at least is possible, if something happened to make you produce less hammers between the last time you saw the city and the turn rollover. This could include inter-turn processing of other players. One example is temporarily losing a hammer tile to culture and gaining it back the same turn but having the laborer get assigned elsewhere.
The city is bounded by no foreign culture. Also, the city HAS no hammer tiles. It's working nothing but FP farms and a Corn. The only hammers come from 2 AP buildings and the city center.
Quote:Or somehow losing happiness then regaining it.
I don't see how this is possible. We are importing one lux, but the city is still 4 happy over its cap.
Quote:But that's the general idea, if anything that happened to another player in interturn processing affected your hammers before the game got to your city. It's possible but I don't know what would have caused it here.
Again, I don't see how any such could have happened here.
The only interesting things that I can think of that happened durring the turn roll was the AP vote got announced. Stop trading with Ruff failed. We "abstained", which was actually a game crashed when we logged in with the vote up, and the vote never came up again situation, and, I was ingame when the turn rolled, and in mid turn roll, the game was paused by Krill (or at least the game SAID so on my screen) for several seconds. I have no idea if either of these had any influence on the situation or not.
This is actually the second turn recently where something bizzare like this happened to us, but the other one worked itself out before we could request a reload. The turn we completed U of Sankore, we only had 2 cities that were giving us the beaker bonus from buildings for the first couple of hours. I logged in, saw it, logged out, logged in, it was still doing it... I had RefSteel log in, he looked at it, took screenies of it, logged out. When he logged back in several minutes later, after a couple of other teams had logged in, it was working correctly.
Unfortunately, this is not a case where the game is going to recalculate or hammers (or food) and retroactively give us a settler.
I realize that it's only "a couple of hammers" and "a one turn delay", but that turn of delay could be costly to us for reasons I can not fully explain to everyone right now. If it was something we caused, I'd be pissed (at myself), but I'd live with it like we did with another glitch we have no idea if we caused (but concievably could have) a while back. However, if this one is correctable via reload, then I feel like we should not have to accept this bug.
Therefore, unless someone can either explain this situation, or 100% show that a relaod will not solve our problem, then I am requesting a reload to Ilios's login with 3 minutes left on the clock last turn to see if it fixes this.
It's 4am here now, and I've spend wayyy to many hours agonizing over this, so, I'm going to bed now. I have NOT paused the game (yet) in case my request gets denied. Not sure if we want to pause the game or not, but I'd say play at your own risk for now.