[1.09n][Cosmetic] Training a new unit causes your total population to increase

Training a new unit causes your population to increase

To Reproduce:

1) Select Peasant and train

2) Notice that global population has gone up by one

ie Started a new game current population 11/20 training a new peasant gives me global population 12/20 !

I thought that training a unit was supposed to subtract from your global population pool not add to it.

Edit: Reclassified as cosmetic since this is not actually a bug per se.

 

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Problem is consistency of User Interface.  All other resources go down when used except the population.  This goes up as it measures "Population Used" rather than "Population Available".

To Remedy:

1) Simply alter the display at the top of the screen to show "Population Available / Total Population"

Reasoning:

Consistency of resource display and consumption

***

Edit: The above example would thus be changed to

9/20 Available/Total and then training a peasant changes it to 8/20 Available/Total

3,772 views 10 replies
Reply #1 Top

i might be wrong -

but the numbers are

USED POPULATION / TOTAL POPULATION FOR USE


as in you have 20 people in your cities total and you have allocated 11 of them to working/soldiers

Reply #2 Top

Quoting Redwind85, reply 1
i might be wrong -

but the numbers are

USED POPULATION / TOTAL POPULATION FOR USE


as in you have 20 people in your cities total and you have allocated 11 of them to working/soldiers
End of Redwind85's quote

Yes, I see now that mousing over the text states that fact.  However, I still call this a bug as it is counter intuitive. It should then be

9/20 POPULATION FREE / TOTAL POPULATION and training a unit makes it 8/20.

 

This is standard expectation for this type of feature.  ie It uses up a resource thus the resource DECREASES.

Reply #3 Top

Specialists_In_Use/Specialists_In_Total

There is no Specialists_Free therefore no bug.

Reply #4 Top

Quoting Wintersong, reply 3
Specialists_In_Use/Specialists_In_Total

There is no Specialists_Free therefore no bug.
End of Wintersong's quote

This then is a cosmetic issue rather than a bug.  I changed the title to reflect this.

Reply #5 Top

People are gonna vary on this.  But I think the majority will prefer it the way it is.  Our math is expressed in exactly this way.  11/20ths means that there exist 11 parts out of 20.  It is absolutely intuitive for me to read 11/20 and think, "I've used 11 out of 20 specialist slots".  We are filling slots afterall, not taking them away.  

Reply #6 Top

The reason why I brought this up is because I had a WTF moment when training my first unit on 1.09n.  Previously, training units lowered population points, and now the number goes up.

I agree that some may prefer it this way, but to me, when dealing with UI concerns, anything which generates a WTF moment needs to be either retooled or better explained in game.  It is easy to understand what is going on AFTER it is pointed out, but is counter intuitive (to me at least) upon first discovering this without having hovered over the population resource or read any forum posts.

So I stand by my decision to post the report.

Devs can feel free to ignore if this is a design decision.

***

Edit: Having thought about it some more, I think a better change might be:

eg I have three cities

1 - 20 Population housing cap, 15 population current, +1 per turn prestige

2- 100 Population housing cap, 63 population, +6 prestige

3 - 75 Cap, 75 pop, +2 prestige

Top would display: Population [ 153(+7)/195 ]

ie I have 153 current pop available for unit training or building specialists, I am getting 7 per turn (city 3 is at cap) and I have a current hard cap of 195 unless I build more huts.

Reply #7 Top

that could be usefull to see detailed pop income

Reply #8 Top

Another strictly cosmetic thing I noticed was "1 seasons left" in the training and construction.

Reply #9 Top

Quoting MattSan, reply 2



Quoting Redwind85,
reply 1
i might be wrong -

but the numbers are

USED POPULATION / TOTAL POPULATION FOR USE


as in you have 20 people in your cities total and you have allocated 11 of them to working/soldiers


Yes, I see now that mousing over the text states that fact.  However, I still call this a bug as it is counter intuitive. It should then be

9/20 POPULATION FREE / TOTAL POPULATION and training a unit makes it 8/20.

 

This is standard expectation for this type of feature.  ie It uses up a resource thus the resource DECREASES.
End of MattSan's quote

It's not a bug if it works as intended, a bug is when a program does not work as the designer intended. You may not like the way it does it and request it be changed but this is not a bug report.

 

Reply #10 Top

Quoting econundrum1, reply 9

It's not a bug if it works as intended, a bug is when a program does not work as the designer intended. You may not like the way it does it and request it be changed but this is not a bug report.

 
End of econundrum1's quote

 

I agree.  Hence from first post:

Edit: Reclassified as cosmetic since this is not actually a bug per se.
End of quote

;)