View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017064 | Stars Beyond Reach | Bug - Gameplay | Jun 4, 2015 2:19 am | Jun 5, 2015 4:35 pm | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.871 (Wars of Aggression) | ||||
Fixed in Version | 0.874 (Power and Linguistics) | ||||
Summary | 0017064: Crime + Brownout Spiral | ||||
Description | In the attached save I'm alternating between massive brownouts and massive crime. If you go south of my main city you'll see my nuclear plants. I think what happens is: They have a 6k crime on one turn, which ends up killing everyone. The power turns off. The plant is then resupplied with new victims, repeat. The crime is due to building count crime. My civic center was destroyed by a cave in and I can't rebuild it, so a third of my buildings just went dark. | ||||
Tags | No tags attached. | ||||
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Thanks! * Fixed a pretty heinous design issue where buildings that were only partly staffed only cost some of their power requirement. ** That sounds fair, really, though, right? I mean, for other negative things like pollution production and trash production, we can do that and it's great. ** Well... the problem comes in with rolling blackouts and death cycles and so forth. In a lot of scenarios it becomes utterly impossible to know what your real power requirements are, and you wind up getting into death spirals on occasion from vital services shutting on and off in rolling brownouts caused by vast underpowering caused in turn by your power draw constantly fluctuating while your power production remains constant. ** It may be less "fair" in some ways to have your buildings always pull full power even if they are at low efficiency, but it's actually a lot simpler to understand -- and your buildings ought to be running at full efficiency most of the time in a healthy city, anyway. ** Note that disabled buildings won't draw power -- those that are disabled for any reason other than brownout, that is -- so of course you can still do emergency power management that way. But the difference there is that you're not prey to those unintentional cycles of doom. ** Please do note that this is going to break a lot of existing savegames in terms of putting them into immediate brownout. |
Date Modified | Username | Field | Change |
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Jun 4, 2015 2:19 am | ptarth | New Issue | |
Jun 4, 2015 2:22 am | ptarth | File Added: 870 Evucks Brown Out .save | |
Jun 5, 2015 4:35 pm | Chris_McElligottPark | Note Added: 0041833 | |
Jun 5, 2015 4:35 pm | Chris_McElligottPark | Status | new => resolved |
Jun 5, 2015 4:35 pm | Chris_McElligottPark | Fixed in Version | => 0.874 (Power and Linguistics) |
Jun 5, 2015 4:35 pm | Chris_McElligottPark | Resolution | open => fixed |
Jun 5, 2015 4:35 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |