I've updated the title of this post to indicate it's for both Epic and Steam, since I noticed that having played Supernova on Steam for more than 100 hours, the achievements that I noted weren't working on Epic are also not working on Steam.
Publius of NV
[quote who="PaulLach" reply="4" id="3894367"] Publius, that would be a reasonable explanation except that Zhang IV is the only colony that Zhang II had so even if Zhang IV had over 10% crime and Zhang II itself had over 10 % crime, the total crime reduction would only be 20%. Therefore, I think something else is going on here. [/quote] In that case I think you're right.
As an example, my homeworld here is getting 6% crime from all of its colonies. An orbital prison would reduce all of those to 0.
I've seen this from other crime reducing techniques also. Your world Zhang II is a core world, which means that its crime rate is increased by crime on all of the colonies feeding it. Typically, the crime rate on colonies is less than 10%, so deploying the orbital prison would reduce the crime rate on all of the colonies whose crime rate is 10% or less to 0. That means your core world crime drops dramatically. Could that explain what happened in your game?
I pretty much agree with Paul. The first improvement to take advantage of ascension crystals and precursor artifacts takes one turn to take effect, but subsequent improvements take effect immediately. Should be consistent.
I haven't played GC3 since GC4 came out, but I remember that when I was playing I'd often see a message from, say, the Arceans on one turn, then a turn or so later I'd get another message - the message window would open, it would display my last message from the Arceans, then the message would be overwritten by a new message. It's like the game engine was was opening the message window without refreshing its contents, then overwriting whatever was there. So I was really just getting one messa
[quote who="sleepnplay" reply="4" id="3893816"] Is it possible, by any chance, that the trade route vanishes because the relationship with another civilization deteriorates (so they cancel the trade agreement)? [/quote] I have not seen that happen. By far the most common way I've seen trade routes vanish is when two AIs are at war and one takes over a planet of another that I've had a trade route to.
That's all it took for me. But I don't have Supernova on Epic.
In every previous version of GC, Influence took a couple of turns after loading a save to be recalculated correctly. I've not verified that for GC4, but it might be that or something like it.
Since the job of the citizen changes when loaded onto a transport or constructor, perhaps this was an unintentional side effect of the change to require 5 control to retrain workers? Anyway, I'm not a fan of any control requirement for changing citizens jobs, it wasn't broken, didn't need fixing.
Agreed, another oversight fixed. Thanks.
[quote who="scifi1950" reply="1" id="3893202"] I agree with you that 5 control is way too much. 1 would have been plenty. [/quote] One would be plenty if the game was smarter about how it initially trained them. I don't need a barren world producing multiple farmers or a world with 96% approval producing multiple entertainers. I have better uses for control than fixing the AI's mistakes.
As far as I know, custom races can choose any shipset, thus a civ without the Crimelord ability could choose the Xeloxi shipset, again rendering the top two ships unavailable. Is it possible for the XML to specify that those ships require Precursor Origins OR the new Crimelords tech?
[quote who="RammaStardock" reply="3" id="3892602"] I believe there was a similar issue in the base game that was resolved, so its odd to see it pop back up [/quote] I believe you are correct.
Where I used to work we used to call that "Broken As Designed" [e digicons]:D[/e]
I'm trying to edit a design that I made earlier, but when I do so the display of the parts already attached, at the bottom of the design window, has been collapsed so that it only shows one part at a time. I can use my mouse wheel to scroll through the parts, but with a large number of parts it's a bit inconvenient, isn't it?
I downloaded the save and played the game out to turn 57. At that point Seraphim's Reach had 22% crime and 95% approval. Pherkad 1, the only other core world (class 26 generated by an anomaly event) had 20% crime and 92% approval. At turn 57 I had enough culture points to take the Social Ties perk in the Traditionalism branch. That wiped out the crime. I wouldn't normally have taken that path, but you had reduced the research rate so much that it was going to take ages to resear
In a game started 2 days ago on 1.55, I find that the last two commander ships require the tech Precursor Origins to be unlocked. But the Precursor Origins tech appears nowhere in the tech navigator when I search for it. This tech used to be available before 1.55, so I think something got broken.
I agree that the leader having the malevolent trait is a bug. I don't think you've proven that the leader having the malevolent trait is the cause of your high crime rate. Like I said, my leader also has malevolent, but I'm seeing only a normal number of criminals, and normal methods are dealing with them.
I made a custom civ on 1.55 yesterday, and the civ leader has malevolence, but I'm not having problems with rampant crime. With Security Lights and a Minister of Justice crime is at 0 on all 6 of my core worlds at turn 134. Perhaps the problem isn't the leader malevolent trait?
[quote who="Frogboy" reply="4" id="3892412"] Decided to make it +3 instead of +1 and it's a galactic achievement. [/quote] Seems fair!
The planet with the Precursor Elevator is Sterrennact II, near the top of the large sector. The core world it is feeding is Loki III, down and to the left of Sterrennact. The saved game should be here: https://www.dropbox.com/s/bqz4z20u31ozu19/Elevator155.GC4Sav?dl=1
The Precursor Elevator planetary improvement doesn't work. It says it reduces decay by +50% (and shouldn't that be -50%?) but it has no effect. Before building it, decay on my colony was listed as -69.7%, after building -69.7%. Core world was receiving .3 minerals before building, and .3 after.
Looking forward to it!
Aha, yes that's what it did. Slightly confusing.