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Stability can stabilize over target stability under colonial bootsrapping #4846

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Blue-Award opened this issue Jan 21, 2024 · 6 comments
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category:bug The Issue/PR describes or solves a perceived malfunction within the game. component:content scripting The Issue/PR deals with the FOCS language, turn events or the universe generator.

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@Blue-Award
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Blue-Award commented Jan 21, 2024

Bug Report

During slow MP26, we've noticed something about some gifted planets, where stability would set to a threshold higher than target stability, which generaly was suddenly lower than current stability after gifting.

I presumed it is something about colonial bootstrapping, and I was able to reproduce it in single player, however my repro also requires losing imperial species bonus

Expected Result

The stability should presumably get to target stability, for example "8" or "-4", instead of staying at "12" or "1"

Steps to reproduce

I've attached save game
Stability_repro.zip

Since the repro I figured out requires both metropoles, to sufficiently lower stability, and colonial bootsrapping, and also lack of imperial palace, I needed to play a bit to unlock enough economic slots to have all the mentioned policies adopted without imperial palace's slot. I colonized tiny planet in the same system as the capital, actually moved capital there in the meantime so in the end repro it has above 10 stability. I've adopted metropoles, and destroyed the imperial palace. The tiny terran planet "new capital" has target stability 8, but it stays at 12.

The large planet that was my original capital doesn't get such freeze, not qualifying for colonial boostrapping (it has over 10 pop)

If I unadopt colonial boostrapping, the stability does fall to 8 on the tiny planet, so the effect somehow comes from that policy indeed.

But also if I say adopt bureacracy and unadopt it, causing -5 drop of stability, it just goes there to the original pre-bureacracy leevel. As far as I can tell it freezes under -5 from metropoles. But also only when imperial palace is gone.

In MP game it involved gifting imperial species planet to a person who had colonial boostrapping. No metropoles involved there, but drop in stability was big for other reasons, and certainly involved losing imperial species status

@Blue-Award Blue-Award added the category:bug The Issue/PR describes or solves a perceived malfunction within the game. label Jan 21, 2024
@MichaelCourtney
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@Blue-Award
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Blue-Award commented Jan 22, 2024

So with metropoles -5, and lack of imperial species, I was getting 4 stability above target. Not sure what could offset by that +1, maybe adequate envrionment bonus?

But then, with the species bonus +5, and that unkown +1, and maluses from diversity -1.5 and three disliked policies -6, I would expect stability to stabilize at difference 6 - 7.5 = -1.5 and indeed target is 10.5 but it stays at 12

I am attaching that savegame too, it's the same world/game as above, just with a different scenario that reproduces the issue.

I think the supposition is order of processing on SetTargetHappiness in various places that can bring the target down, vs SetHappiness in COLONIAL_BOOSTRAPPING

@Blue-Award
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Stability_repro_2.zip

@Blue-Award
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image

this is the situation from the second repro

@Blue-Award
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and this is situation from the first repro
image

@Blue-Award
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Blue-Award commented Jan 22, 2024

Maybe the rule of thumb would be that you get the difference with whatever comes after Colonial Bootsrapping's zero bonus on the list above, plus +1 coming from dunno where, maybe natural growth +1? In other words, order of processing indeed

@Vezzra Vezzra added the component:content scripting The Issue/PR deals with the FOCS language, turn events or the universe generator. label Jan 24, 2024
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category:bug The Issue/PR describes or solves a perceived malfunction within the game. component:content scripting The Issue/PR deals with the FOCS language, turn events or the universe generator.
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