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The city screen said "Settler (1)". I have a ridiculous question... Remember our old "firend" avoid growth that magically set itself somehow and hosed us out of 3 pop while I was out of town? What happens if I click that? Will that get the settler out?
I mean, we shouldn't lose food, right? it's 34/34. Not sure which poison is better.
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Well, avoid growth means no new pop point, so shouldn't that remove the minus 2 food, meaning you would get the settler?
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That's what I'm thinking, then the city can grow the next turn. We've not technically lost food, right? Not sure if we even lose the pop point permanently, my brain is tired, been a long day, and I just found out my dad fell and broke his hip yesterday, so my mind isn't working 100%. I'll have to talk to my partner about the implications of which is better. Any problem with that? He's by far the best numbers guy between us when it comes to things like this.
And yay Maya team for finding yet another strange programing issue with the game. You guys will find all kinds of crap in our thread after the game, including the exact mechanics for where your unit will get teleported on boarder pops
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
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Maniac Marshall Wrote:The city screen said "Settler (1)". I have a ridiculous question... Remember our old "firend" avoid growth that magically set itself somehow and hosed us out of 3 pop while I was out of town? What happens if I click that? Will that get the settler out?
I think it will get the settler out, since you won't lose the 2 food to a newly-grown population point. Could be confirmed in a worldbuilder test if you want to try.
City wouldn't grow to 8 this turn, but it could on the next turn, and furthermore you'd also get the missing 1 granary food then.
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TBH I'm not sold that a reload should happen for things like this. It's a weird mistake in the game's code, but still - it is how the game works. Reloads should be for player-caused mishaps IMO.
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So does this mean you'll have to edit your post about avoid growth to include this bizarre situation . I can attempt to WB it in about 3 hours or so. I have a save of our sandbox i still do use on rare occasions, even though it's about 20 turns old now. Prolly take me a little time to set it up. I'm going to assume given the circumstances that no one objects to the reload still, and that we can do the avoid growth thing if that gets the settler when the game prommised it to us?
It still mucks up the city a bit going forward, because that city is ALL about food, BUT, it seems to be a lot less damaging than an extra turn building a settler would be.
How silly is it that growing your city actually COSTS you both food and production
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
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Now that we've managed to explain the bug, I'm uncertain that we should continue to do a reload. While it is strange behavior from the game, that is the game, and you need to stick to it. (Basically what soooo said)
Oh, and we've finished our turn now.
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Precident has already been set in this game to allow for a reload in situations like this. I direct you to post 626 of this thread.
If anything, this is a far more deserving case, is far more deserving imo, as the game itself told us we were getting the settler in 1 turn, and this was, as far as I can tell, a previously unknown behavior, whereas Sandover's request was not a case where the game lied, and was aparently a known issue.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend
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If the no-reload argument is "you didn't read all the code and understand it perfectly"...I'm sorry, that's ridiculous. Especially when the city display screen was lying to them: How can we hold believing the city screen against Maniac?
This isn't Whosit's war-declaration mishap: that's a "widely-known" piece of information, that one cannot declare war with units inside enemy borders. This is "the game has a narrow flaw, and the Maya happened to find it to their serious detriment". If all it cost them was 1 food and 2 hammers, then I don't think it would be worth reloading for that. But the settler turn does have real value.
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I agree that because of the previous precedent a reload should probably be allowed for (in cases such as this with bugs, I think the precedent suggests a reload is allowed, and whether or not to take that reload I think should be up to the player, and in this case Maniac has expressed a request for the reload). And for the record, I would consider the city screen showing one turn when it is in fact not 1t to be a bug.
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