[1.2c] Population count still broken by non increasing buildings

Here's two save games from 1.2c where the population count has suddenly increased due to the single build buildings.

Season 51 Pop 110/99 where the currently building monastery and merchant add 90 to the population

http://dl.dropbox.com/u/20620127/Pop%20110%2099.EleSav

Different game Season 91 Pop 266/203

http://dl.dropbox.com/u/20620127/pop%20266%20203.EleSav

In both of these I have only built up my own cities.

Nakisisa

 

 

3,534 views 8 replies
Reply #1 Top

I'm not sure about monasteries (they seem largely pointless at the moment where tech rules) but merchants seem OK. I tested it early in a game where I had 3 merchants in different cities. Delete the first one gave me back 30, the next one gave back 20 and the last one 10. Also tried it with Studies, Inns, Monuments, Labour Pits and it seemed OK.

Reply #2 Top

I thought that only studies and workshops increase the population cost. 

Either way in the 110/99 example above they are my first copy of each and should only have a total cost of 40 not 90.  When I started building them it was at normal cost but sometime in the next few turns it changed and I found myself with red population.

 

 

Reply #3 Top

I downloaded your file and there is definitely an issue there.

I experimented with my current game and found that after I started to construct a Monastery population went to shit. Before that it was fine. In my game when I started building the monastery the population went up by about 300 population. When I deleted it the inns and merchants were much more expensive than they were previously and from that point forward population in my game was broken.

Monasteries break population.

Reply #4 Top

I've had other buildings break population as well.

Reply #5 Top

I have had inns and pubs break the pops also, and when the offending building is demolished, you only get the BASE pop back NOT the actual used pop, so there is this HUGE pool of vanished population(in my current game the missing pool is 13000/8000 or 5000, which forces me to research food and housing improvements ONLY) in limbo not working or being taxed, but costing food and housing and preventing all other development.

I think that a possible fix might be to put population for buildings AND the demands of pop for the buildings to individual town only and NOT entire faction wide as it is at present.

harpo

 

Reply #6 Top

I am not sure what extactly causes it as I normally dont notice until I try to build something but everytime so far it has occured while building one of the single build per city buildings.

The season 91 save is from a different game where it occured while building a market; no monasteries in the game. In 1.2b a townhall seemed to set it off.

Once it happens I find that all the single build per city buildings increase in pop price which harpo99999 is probably why you can't get all your population back by demolishing the one building.

 

 

 

Reply #7 Top

i don't like it when i take over a city and then find myself 150 population in the red.  can we fix that?

Reply #8 Top

It becomes very difficult to manage once you have more than a handful of cities - even if it was working properly. I guess Stardock will need to think about a GUI tool to help with this after they get the mechanic functioning as intended.