Issue:
Myrmidons spawned by Hera’s unique tech “Argive Patronage” are always produced/queued last in the “global” unit production queue, creating situations (especially lategame, where the Zeus player has a lot of military production and lots of units prequeued) where none will spawn at all.
Trigger Event:
Deleting/Losing pop (units/vills) while having units prequeued and fortresses with the tech “Argive Patronage” researched.
Repro Steps:
- Start game with Zeus
- Go to age4 with Hera
- Create unit production buildings (barracks, stables, etc) and fortresses.
- Create enough villagers/units to get pop-capped.
- Research “Argive Patronage” and wait for the spawn timer to finish.
- Now prequeue military units.
- Delete a number of units that matches the pop-space of prequequed military; i.e: delete 10 Hoplites if you have 10 or more Hoplites in queue.
- No myrmidons will spawn, even though their spawning timer was already finished and they are technically “first” in queue - instead any prequeued unit will spawn.
==> Myrmidons will ONLY spawn if the player deletes/loses more pop-space than he has currently pre-queued in any (military) building.
This makes this tech a lot worse, especially in the later stages of the game where the player has more military production and tons of prequeued units.
I added a recorded game to showcase this issue:
Argive Patronage bug.mythrec (4.6 MB)
(jump to ~4:30min and watch how I keep deleting 10 Hoplites and no Myrmidon are spawned (note: I prequeued the Hoplites AFTER the myrmidon spawn timer was already finished). Later on I even add some Petroboli which are also produced instead of spawning any Myrmidon. Only after I delete a significant amount of units at the same time (= more units/pop-space than is currently prequeued globally) I get any Myrmidon at all.
Proposed solution:
Myrmidon spawned via “Argive Patronage” should be treated as prequeued units and enter the “global” production queue.