I have posted about Wonder bugs, there is a very fatal underlying issue with the cost reduction.



The way I see it is that at the beginning of every turn after empire plan choices have been made the gamelogic is wrong.



From what it seems is that empire plan changes are applied AFTER all fids. This HAS to be changed to be applied before fids,buildings, EVERYTHING.





Here is the problem scenario. Wonder X is 1 turn away from building, but we have to chose empire plans. (This can be wonders, units, anything that is in a city build queue)



Now the next turn comes around, but empire plan bonus goes away, so units and buildings cost the original full cost. Now even thugh it should bef inished, the building sits at 400/380 total needed, overproducing, while it should have been finished that turn. This bug will be fixed by changing how empire plans are applied! Or atleast if you dont want the new fids bonus from empire plans to be added in that way (why not? It makes sense. I know the game designers could argue against it here. The logical stance on this is, you pay for the empire plan on turn 10, at the end of said turn, where you pay for the plan, you should already get the bonus) you could always make it keep % reductions by checking if they were applied again or not.