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Thread: Attention CA: Trade Disruption Bug!!?

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  1. #15
    Pet Idiot Member Soulflame's Avatar
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    Default Re: Attention CA: Trade Disruption Bug!!?

    Hmm interesting results.
    I presume you took 6 turns not directly behind eachother? Or do you have a mod that allows buildings to be made in one turn?

    In my savegame, I was (am) playing Pontus. They can only make the default roads, and I didn't alter the setting (as in: I didn't make or detroy them) to investigate it's effect during my experiment.

    At least the first turn and the last turn have the expected result as I thought they would have, using my thumb of rule.
    It would be nice (if you have the savegame) to see a turn between the 1 and 2 you have now given, one with the dockyard in the queue. That would give confirmation if I'm correct about how to calculate the profits of the new sea export (the new static icons amount minus the land trade).

    Turns 2 to 5 seem not to follow the rule of thumb I gave, so we need to look into those further to see what else (and how those other things) influence the blinks.
    I will try looking into the numbers and maybe start a new experiment of my own.

    Last questions: Did you see all the things in effect? (have a wide view radius around each city). Was it pure coincidence that there were rebels or did you add them with a mod or something?

    Edit: About your edit (). Why would it then only blink the top 2, and not the lowest? Why wouldn't it search for a different route for the last route as well? That makes no sense IMO.
    Last edited by Soulflame; 10-11-2004 at 21:47.
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