In https://sourceforge.net/p/freecol/bugs/2979/ we investigated tool output and found FC output differs from col1 tool output.
here are the numbers for rum production :
Distiller's House
| rebel bonus | convert | criminal | servant | colonist | mst distiller |
|---|---|---|---|---|---|
| -2 | 0 | 0 | 0 | 1 | 2 |
| -1 | 0 | 0 | 1 | 2 | 4 |
| 0 | 1 | 1 | 2 | 3 | 6 |
| +1 | 2 | 2 | 3 | 4 | 8 |
| +2 | 3 | 3 | 4 | 5 | 10 |
Rum Distillery
| rebel bonus | convert | criminal | servant | colonist | mst distiller |
|---|---|---|---|---|---|
| -2 | 0 | 0 | 2 | 4 | 8 |
| -1 | 1 | 1 | 3 | 5 | 10 |
| 0 | 2 | 2 | 4 | 6 | 12 |
| +1 | 3 | 3 | 5 | 7 | 14 |
| +2 | 4 | 4 | 6 | 8 | 16 |
Rum Factory
| rebel bonus | convert | criminal | servant | colonist | mst distiller |
|---|---|---|---|---|---|
| -2 | 0 | 0 | 3 | 6 | 12 |
| -1 | 1 | 1 | 4 | 7 | 14 |
| 0 | 3 | 3 | 6 | 9 | 18 |
| +1 | 4 | 4 | 7 | 10 | 20 |
| +2 | 6 | 6 | 9 | 12 | 24 |
I do think these numbers are identical to those for tools.
Confirmed. I will go ahead and fix all factories.
Fixed in git.3e4048c,6c51b05, including expanding the test from BR#2979.
Another worm has escaped the can though: what of cross production in Church/Cathedral. And yet another: does the problem we found with shops apply to the Lumber Mill?
Out of curiosity i had already doner Lumber Mill, it acts very different from other shop level buildings.
Carpenters House
Lumber Mill
Formula appears to go like this:
base=3
production(carpenter_house) = base + rebel-bonus +unit-penalty + mst-carpenter-bonus
production(lumber_mill) = 2 x production(carpenter_house)
No clue if that's what freecol does, i tend to take brewster early so very few servants /criminals in my savegames.
I'll look into church/cathedral .
Win!
I suppose that is not too surprising. It is different, in that there is no corresponding factory, and hammers are a very special goods type. I now see that the way I fixed shops/factories was not sufficiently general to handle this nicely.
FreeCol gets it very very wrong. Fixes underway.
git.f9f663b and predecessors.
Church
Cathedral
These numbers look unfamiliar,but include the building bonus.
I checked several cases of 2 or 3 workers and can confirm the building bonus (2 for church, 3 for cathedral) is only given once per building.
Numbers without building bonus
Church
Cathedral
What we see now is that apart from the building bonus , church numbers are equal to carpenter house,while cathedral values are equal to lumber mill values.
We also see that firebrand preacher effect is+3 , same as for mst carpenter.
Agreed. Spec updated, test expanded, and another bug fixed, all should be well with crosses from git.4f8527b.
There was a fair bit of WWC1D work put into bells back in 0.10.x (the bonuses are a real mess there), so I am not too worried about the town hall. I have added musket production to the factory tests in git.e76e25f. Did you want to check if there are any oddities there? I am still suspicious of arsenal.
I think the weird part with arsenal is in the input (tools it uses), not in the output.
Numbers look identical to tools & rum production.
Armory
Magazine
Arsenal
OK then the existing tests are correct, and we might be done here.
Mike,
Do you want me to collect the numbers for cigars, cloth and coats also ?
I doubt it is necessary. I would be very surprised if they differed from rum. Indeed, I would be tempted to call that a Col1 bug:-).
Time to set this to Pending.