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Bug: Nukes potentially cause more damage on Ordinary than Attrition


Soxirella
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It happens in the following scenario. Let's say two cities with 2500 infra are nuked, one in ordinary mode and the other in attrition, and on both occasion a nuclear power plant is destroyed.

Since they have 2,500 infra, they'd also have an extra coal power plant. However, the city nuked on attrition mode will continue to have power, not ordinary.

On attrition mode infra may reduce to below 500, so the game thinks there is enough power in the city, but in ordinary, it may reduce to only 1200 or something, and hence power will be lost and the defender will be forced to either buy back that infra, during war mode, or to re-swap his improvements, and the attrition mode city need not do anything.

In both cases, they may have 40-48 improvements left. In normal circumstances, that'd take upwards of 2,000 infra. So how can a coal power plant power 40+ improvements in the first case, it'd be overloaded in real life, and break down.

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On 3/31/2018 at 6:35 AM, Micchan said:

Usually players at 2500 infra have 2 nuclear power plants to avoid the problem of no power if one is destroyed

That doesn't mean the problem doesn't exist, if the player chooses a 1 nuke and 1 coal power plant option.

A bug is a bug, even if it affects 1% of the time.

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  • Administrators

It's not a bug; power is determined by infrastructure level not improvement count. We've debated this pretty thoroughly like 2-3 years ago, and decided that there's not really a better way to handle it.

Is there a bug? Report It | Not understanding game mechanics? Ask About It | Got a good idea? Suggest It

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