As shown in the first screen snapshot below, I have unlocked the Censorship trait under the Totalitarianism ideology. It says "Factions have no negative side effects". However, as shown in the second screen snapshot below, the Endless Emporium faction is still increasing crime, which brings up another issue: as shown in the third screen snapshot below, the popup description for the Endless Emporium faction says that the second effect is "Income bonus based on the members' Diligenc
PaulLach
I may be mistaken but, in the fog of my memory, I thought the AI was being modified to not spam single ships and to instead create fleets. If I am wrong, I highly recommend that you do make that change. The screen snapshot below shows a large number of single ships being sent my way by the Baratak. It looks like "The Attack of the Fireflies". There is no way that they can succeed with this strategy and killing them one by one is a very tedious part of the end game.
As you can see in the screen snapshot below I have a number of leaders with a loyalty value over 100.
As a player, it has been my experience that the top 10 civilizations that you have met will be displayed. If you have met more than 10 you can test this by selecting each of the categories in the list on the left and seeing if the civilizations that are displayed changes. I expect that the list will change since each civilization has its own strengths and weaknesses and would therefore appear in the top 10 in some categories, but not in others.
[quote who="Zabik_2" reply="1" id="3900550"] Thanks Paul! We will try to find this event by the name, but maybe we are so much in luck, that you also got a save? [/quote] I thought the screen snapshot would be enough to identify the problem so I did not keep a save file from the turn before the window comes up. Sorry.
Missing graphic:
There are a number of bugs that the community has reported that I believe could be knocked-out in 15 - 20 minutes each. For example, it was reported a long time ago that the Resource Extraction Doctrine tech shows "Shipyard Decay -33%" when shipyards no longer have decay. How hard could it be to remove that text? I think it would be appreciated by the players who have been here for a long time if you would dedicate someone for about a week to just fix these piddly issues.</p
[quote who="RammaStardock" reply="2" id="3900338"] Glad to see this is one less issue [e digicons]:D[/e] [/quote] We bring-up a lot of bugs so I want to give you a big thank you when you fix one. I believe the old management expression is "Always give a pat on the back before you give a kick in the pants."
Update: After I dragged the invisible Colonial Generator improvement to a tile, the Capital City improvement disappeared and the Supply Depot improvement appeared, as shown in the screen snapshot below. I do not know what broke, but this is not good and needs to be fixed quickly!
I started a new game under 1.71.495432 and immediately ran into an issue. I did not like where the Capital City was located so I deleted it with the intention of putting it in a different location, but things did not go as I expected. The first screen snapshot shows what the Planet Management screen looked like before I deleted the Capital City improvement. The second screen snapshot shows what it looked like after I destroyed the Capital City improvement. Note that th
It sure would be nice to be able to see what the Altarians are offering:
I reported this issue many versions back, but since you still have not fixed it while you have changed the mass for carriers, I am reporting it again. As shown in the screen snapshot below, the popup that describes the Carrier Module says "Carries 6 Fast and deadly Fighters", but it also says "Interceptor Fighters Cap 4". Which is it? 6 or 4? It would also be nice to know what the capabilities of these Fighters are. What do you get for 5 Durantium and Mass
I have run into a minor spelling error and a text error: When you hover over the "Produce Modules" item in the shipyard screen there are 2 issues as shown in the first screen snapshot below: The first word ("Produes") should be "Produces" It says that it produces 3 modules, but it only produces 1 (core planets produce 3 at a time, not shipyards) In the Cultural Progression screen, when you hover over the "Collectivism" ideology, the
Never mind, I hadn't unlocked the previous required trait. Doh!
Now that I am playing version 1.66.472885.2 the problem is different. Now, the required culture points are not displayed at all as shown in the screen snapshot below. This is only true for traits under the Totalitarianism ideology. The required culture points display as expected in all of the other ideologies.
[quote who="Frogboy" reply="4" id="3898895"] I think I"m going to have to take a look at this. First, it's hard to understand what it does based on the data and second, it doesn't seem to be worth it. [/quote] If the Precursor Elevator would decrease decay by 50% then it would be worth it.
[quote who="gypsy2299" reply="8" id="3898884"] Nope fourth Feet, calf, thigh, Fourth, and back [/quote] Oh, I thought you meant left hand, right hand, left leg, right leg, third leg. [e digicons]|-)[/e]
[quote who="gypsy2299" reply="6" id="3898880"] But I just explore and expand, wish games would work without even having AI but if wishes were wings Frogboy wouldn't bump his fourth point of contact when he jumped.[e digicons]O:)[/e] [/quote] Don't you mean his fifth point of contact?
[quote who="gypsy2299" reply="1" id="3898876"] The way that reads I would expect it to change it from 26 t0 39 percent. Should read -50% to reduce. This is a known bug and one of many that keeps dodging the Devs as they try to squash it. [/quote] I agree that the way it reads, decay should go from 26 to 39, but given that this is an Orbital Improvement , I would expect decay to go from 26 to 13. As a retired programmer, I would think that a
gypsy2299, I believe I previously posted about the increased and decreased recruit cost where the cost of a leader with the increased recruit cost was less than the cost of a leader with lower trait values and no cost modifier. I understand the logic of choosing to use a random number generator for the cost of a leader, but I would think that a cost model that is based on the trait values and the "extra" features would be more understandable and acceptable to players.
I do not understand why one of my citizens says one of the negative components for it's approval rating is "You are at war with my species -20%" as shown in the first screen snapshot below. The second screen snapshot shows that the citizen is an "Irradiated Nymph" which is what my custom civilization is as shown in the third screen snapshot below. The fourth screen snapshot show that the only civilization that I have met and am at war with is the Krynn Syndicate. Could
Just thought I would drop you a note to remind you that the Precursor Elevator orbital improvement is still not working correctly under version 1.66.472885.2. The first screen snapshot shows that it is supposed to reduce decay by 50% (at least that is how I interpret what it says). The second screen snapshot shows that the colony named Cobra II has 28% decay before adding the Precursor Elevator and the third screen snapshot shows that, after adding the Precursor Elevator, deca
3 things: What does "RNG" mean? The increased recruit cost looks like a stack of coins as shown in the first screen snapshot below and the leader shown is still almost 200 control cheaper than the leader I was talking about in my first post above The star icon is for a tourism penalty as shown in the second screen snapshot below <img sr
By the way, if you want a save file, here it is: https://www.dropbox.com/scl/fi/9jtg9ni3bt8k6jiuzl15l/Shipyard-Issue-Under-1.66.472885.1.GC4Sav?rlkey=qx80xdr2x6pef2drmd8f4ygq7&dl=0
When I go in to the Shipbuilder screen, select an existing ship design, then hover over the components to see what capabilities the ship has, some of the components display fine, but some do not. The first screen snapshot on the left below shows one that displays fine and the second screen snapshot on the right below shows on that does not. However, if I click around on components on other ships, eventually the component that was displaying incorrectly starts displaying correc