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Correct food production explanation - 17th of May 2019



  • Crom CruachCrom Cruach Community Manager Posts: 1,368
    its only a minor bug and it will be treated with very low priority
    There is a bug with food at the moment. I will try to make an announcement later today to explain the problem. We are actively working on a fix.

    Just Wondering if anyone else is making less food on the new update system.  
    The update should have increased your food production. Have a look at the guide and see if it helps you.

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  • bummer (AU1)bummer (AU1) AU1 Posts: 664

    I am really sorry that it is so confusing. I have been trying to figure a better way to explain it. I've sat with Game Design, the Moderators and other Team colleagues here to see what could be done and honestly we haven't come up with anything better.

    Let me try one more time: previously what happened was the building with the highest production automatically got the highest workload, so 100%. Lower production buildings got lower workload. You would then put construction items onto those and that would raise their production without affecting the workload Workload was only ever calculated (and distributed) based on production value. 

    Now what we do is look at the building with the highest base production and bonus from construction item to figure out which one should get the highest workload.
    @ Crom Cruach

    Right, that is what was my conclusion
    What has changed is the workload being assigned after the base production plus bonus has been calculated.
    That will be recalculated when a base build item is added or changed or when a building level will be changed.
    What happens when a normal build item is added or change is unclear and what happens when base build items are assigned to a workload below 20% workload, is not clear.
    What is clear that on a work load below 20 % the final production will in the end be higher with a normal food build item than with a base build food item.
    Knowing this about normal build items and base build items, the maximum number of  base build items is predefined,
    Being the number of production fields outside the castle (100%) + 5 ( 75%,56%,42%,31% and 23%  )
    I assume we will not be warned when the maximum number will be passed as with this new system it is possible that a base build item can give a higher final production than a normal build item although the differences will be minor and on the next upgrade of a building or a change in build item you will have to recalculate yourself what is giving the best final production. change of build item type can be needed many times :(
    This is easy to do for spreadsheet builder. more difficult will be to find the affected buildings in your castle as placing them in order of workload is now a hopeless action.

    Rest to fix the -1% workload bug as this is making things very obscure.
  • Crom CruachCrom Cruach Community Manager Posts: 1,368
    bummer (NL1) said:
    Rest to fix the -1% workload bug as this is making things very obscure.
    At least the -1% bug is a display issue only. We will be working on fixing it.
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  • Thorten (US1)Thorten (US1) US1 Posts: 103
    so you put out surveys for over a year to the user coommuity ..... and what ?   they came back and told you please make what happens behind the scenes so complicated we can't tell when we are optimizing food production to it's full potenttial ?

    the issue isn't how it did and didn't calculate.    the issue is you have it so convoluted you can't even explain it !!!
    Thorten @ usa 1
  • Wasso (INT3)Wasso (INT3) INT3 Posts: 3,332
    edited 23.05.2019
    IMO, the issue is:  They attempted to fix something that wasn't broken.  The prior system was easy to understand, even if a player did not optimize their output properly.   It would seem that the GOAL was to help those who didn't fully understand how to Optimize their food output.  While a "noble cause", it seems that those who designed this "help" did not fully understand themselves how to Optimize the old system.  

    The Players learned that the Base Food is to be used at certain levels, and the Food Production is to be used at other levels.  Learning this and properly applying it, lead to some real nice outputs!  For those who learned it, of course.   Those who did not, STILLL got decent output and could understand how it got there.  What EXACTLY was wrong with that????

    This NEW system makes what the Players learned obsolete.  (unless they are willing to pay to move build items around all the time)  I suppose it is reflective of GGS's view of "fairness".  It is not FAIR, if smart people figure out the best Castle Layout to maximize PO.  It is not FAIR for them to also figure out the best use of the Build Items to maximize output.  and it is DOUBLE not fair for those Players to do BOTH!  :o 

    In the name of "fairness", it seems that GGS has decided how everyone must maximize their food output in GGE.  Even when we are seeing that the previous set ups were doing BETTER than new one.  Again, this is RIGHT and GOOD, in the name of "fairness".

    After all, we are all the same, in every way...…..
    Good night.
    Sleep well.
    I'll most likely kill you in the morning.

  • bummer (AU1)bummer (AU1) AU1 Posts: 664
    I am not done and satisfied and working out some tables to proof the "new" system is wrong, you simply cannot link workload to base production with or without bonus in the way it is done.
    to be continued
  • MightyHawklord (GB1)MightyHawklord (GB1) GB1 Posts: 512
    edited 24.05.2019
    bummer (NL1) said:
    Rest to fix the -1% workload bug as this is making things very obscure.
    At least the -1% bug is a display issue only. We will be working on fixing it.
    its not a display bug, what gives you that idea,

    i just worked it out based on the production level, production bonus and minus the workload where applicable,
    the production shown at the top is way out

    2000 - 3000 food lost per hour is not a display bug
    MightyHawklord @ en 1
    leader of the mighty dragon legion
    non-ruby buying alliance

     be afraid,be very afraid
    registered Linux user 476319
    registered machine 408663

  • MaxMaxon (US1)MaxMaxon (US1) US1 Posts: 109
    No idea anymore what my food production should be at, if I am ahead, behind or whatever. All I know is I had at two ops 8 granaries at level 30 producing at 100% then suddenly 3 of them went down to level 20. Magically, my three lowest producing granaries (initially at level 20 and produce at 10%, 13% and 17%) suddenly jumped to level 30. And the blueprints were also switched around as well. Wonderful. Does GGE sit around and purposely figure out how to screw people over?

    You want to know what is going on at support? Oh, yeah. Send an email to xyzxyz and then have them tell you an email address to ask for a phone number so you can get an address for international mail to Mars. Once Elon Musk finally lands on Mars they'll tell you where to go in the Andromeda Galaxy to ask extraterrestrial intelligence what GGE support is truly doing because nobody on Earth knows what they do. The logic here is that we can't ever know what they do because they don't do anything! - dliu3

  • bummer (AU1)bummer (AU1) AU1 Posts: 664
    At the moment there seems to be a bug in the bug in the food production calculation .....
    what is clear anyway from the wiglema tables above in this thread the GGS calculations are far from optimal
    moving workload around has been the worst invention so far.

  • Yakuza (LT1)Yakuza (LT1) LT1 Posts: 89
    edited 25.05.2019
    I do not understand, why you can't freeze food until you fix that problem which is, how long a month now ? How long it will last, two, three months ?  Or it is that logic - "Players soldiers die, so they will buy more" ? 
    It is like - You have car with a hole in tank and you go to fuel station to fill more.....
  • Thorten (US1)Thorten (US1) US1 Posts: 103
    ever think about consolidating all the food comments / issues into one thread ?   

    or maybe we should start a new thread ...    STEP UP    PLACE YOUR  BETS NOW.... which will be fixed first ?

    1) food production 
    2) outer realms
    4) none of the above in my gaming lifetime  ( this option is for all the folks claiming they are gonna quit but who never do)

    The first 5 users submitting the correct answer will be awarded 15 K coins ..... which seems to be the going rate lately to calm ticked off users 

    Thorten @ usa 1
  • Wasso (INT3)Wasso (INT3) INT3 Posts: 3,332
    You have car with a hole in tank and you go to fuel station to fill more.....
    Funny that you use that analogy.  I rented a van once, that had been vandalized.  The line to the gas tank had been cut.  When I went to fill it, it just went all over the ground.  I took it back to the place I rented it from and do you know what they did?  They refunded my money and gave me a different van -THAT VERY MOMENT.   

    Think GGS understands why I am telling this story?

    Nah.  Probably not...……. 
    Good night.
    Sleep well.
    I'll most likely kill you in the morning.

  • Sttela (INT1)Sttela (INT1) INT1 Posts: 54
    I'll give  to You   :)  and  <3   ....   or    >:)
    The choice is yours. Everyone will get what he deserves.     
     o:)    :D

  • bummer (AU1)bummer (AU1) AU1 Posts: 664
    You will have to explain first what is the meaning of  "refund"
    and what would help you a different van in this game ? 

  • bummer (AU1)bummer (AU1) AU1 Posts: 664
    and what about the free RV?

    But I do agree at the multiple threads about the same bug. So
    I claim this thread as being the main food bug thread.

  • Jewel88 (US1)Jewel88 (US1) US1 Posts: 95
    I took a general level 10 food build item off of a 100% level 24 granary -- That build item was supposed to increase production by 200 right?  I wrote down the food production before I removed it, which I knew was already down. I was going to replace it with a base food build item, but I'd thought I'd check before I did that.  My production went up by 1935!  For removing a build item!  I have no idea how long this will last. I can deal with a lot of bugs, but this one is so bad, something needs to be done immediately!  I bought four level 15 base foods last week, and I only put two on because of what it is doing to production.  Right now, I have a days worth of food in that castle. Before I removed it, I had 8 hours.  How can we depend on anything?  You need to freeze the food and fix this!  Whatever u did to production, it only messed things up.  The build items don't work now - and I spent a lot of rubies for the higher level ones.  I heard some story that GGE was "worried" some castle lords weren't maximizing production?  Really?  It wasn't that hard to figure out. Put a high level base on a high level production - and it didn't matter what building you put the general build items on.  It increased by increments of 20.  Then I heard moving buildings reduced production. I haven't moved a building in months!  Then I saw some chart that was supposed to explain it - it explained nothing.  HOW DOES REMOVING A 200 FOOD BUILD ITEM INCREASE PRODUCTION BY 1,935 FOOD?  

  • Jewel88 (US1)Jewel88 (US1) US1 Posts: 95
    Just to be sure. I removed a build item in two different castles -- both level 10's.  In both castles the food production went up by nearly 2000.  It only works once tho -- sort of like when I upgraded my castles last time and the food production went up.So now I have an inventory of a bunch of build items that will reduce my food if I put them back on. 
  • Jewel88 (US1)Jewel88 (US1) US1 Posts: 95
    Don't bother trying this folks -- I logged out and back in - food production was down even more. So I put the items back on -- it increased by 200 -- but now my production is way lower than what it was when I started. Nice.
  • Philt123 (GB1)Philt123 (GB1) GB1 Posts: 1,840
    If you cant fix this and fix it in a reasonable amount of time (and its already way beyond that!)  why not just put it back to the way it used to be?  

    I never heard one person ever moaning about how food production was calculated. It was a skill that came with learning the game, how to make sure your production levels were optimised taking this way is further dumming down the game.  which yes increases its short term appeal makes it easier for newer players, but takes away its long term playability. as it takes away one more layer of skill the game needed.

    You could have just made everyones life easier by putting a symbol up somewhere in the castle to indicate that food wasnt optimised, and leave the player to actually correct it.
    Philt123 @ en 1

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