4/10/2015[Patch 5.1]
1) Starbase Choices - If you choose to "Pass" instead of picking an upgrade, and then save the game, you will have to "Pass" again for all starbases. Note: These were starbases that I "Pass"ed on the very first upgrade. Their sole purpose was to extend ship range.
4/9/2015[Patch 5.1]
1) Ideology - Pragmatic - Builder - Efficient
3 typos in one description!
It should read as follows: "Our engineers have gotten so proficient at building starbases that they can make two modules with the same resources it used to take to make 1.
not --> now
recourses --> resources
use --> used
4/8/2015[Patch 5.1]
1) Influence building adjacency bonus - Free Market, Iridium Store, and Iridium Center RECEIVE NO ADJACENCY BONUS; Other Influence buildings appear to be working.
2) Hyperion Supply System - Has NO AFFECT; Do any of the Hyperion buildings actually work?
3) Tried ABUNDANT map setting for Resources. Appears to generate more variety, although Durantium is still extremely high. Elurium is populating on the map now, where as it hasn't shown up at all on Uncommon or Rare.
4) Ideology - Benevolent Tree - Outreach --> Prolific; CONFIRMED BROKEN; Does not work for planets with pop cap of 5.
5) Any planet characteristic that is supposed to boost Manufacturing has no effect. Will check everyone I come across starting tomorrow and try to list all characteristics that are not working.
Planet Characteristics [Not Working in Bold]
Active Core - +50 Manufacturing does NOT apply; -25% Growth does apply
Bread Basket - +25% Food does apply, +25% Growth does apply
Ghost World - +50% Science does apply
Low Gravity - +25% Manufacturing does NOT apply; +25% Tourism seems to apply(visible modifier should be added under planet income panel)
Serene - +25% Influence does apply; +25% Approval Rating does apply
Shielded - +25 Science applies, +25% Planet Defense(Don't know)
Tidally Locked - +25% Manufacturing does NOT apply; +25% Trade Route Value does apply(I think, will re-test, hard to tell, needs visible modifier)
Thin Atmosphere - +50% Food does apply; -25% Growth does apply
Will add more...
Note: My fairly old system: AMD FX 6100 - Six Core Processor(3.3Ghz), GeForce GTX 560 Ti -- Is handling Excessive Map Size so far(just turn 17), and isn't terribly choppy. Insane map size was choppy, borderline unplayable. Have played on Immense for days with few issues. Game crashes to desktop on occasion(like once every few hours played). 55% CPU usage; 85% Memory usage
4/7/2015[Patch 5.1]
1) Planets with "Active Core" characteristic: Does not apply +50% to Manufacturing, but does apply -25% to Growth
2) Aquatic and Frozen planets offer the exact same production as normal planets, with/or without tech that implies these planets should have a negative modifier or less raw production. They have the exact production as any normal planet with the same population. The techs that are suppose to get rid or minimize this negative production that does not exist, obviously does nothing in current state.
3) Influence buildings adjacency bonus - Be it building or bonus tiles, those bonuses to Influence do not increase your Influence for that planet, and have zero effect.
4) Map setting choices still aren't relative to one another. For example, if Habitable planets are set to "Rare", and Extreme planets are set to "Occassional", the expectation is that there would be more Extreme planets in the game than normal Habitable planets. This is not true. Though you fixed the absolute breaks in the system(Abundant bug), the settings are still very unintuitive.
6) The first Trade achievement is still broken. Does not give extra trade route.
7) ***Saved Ship Designs Ignore Mass Restrictions*** - The game improperly checks the pre-requsite techs necessary to build ships previously saved. I believe it merely checks to see that you have the tech for the parts put on the ship, not that you have any of the mass reducing techs necessary to produce that ship. After playing a previous game, it's very hard to see which ships I actually have the tech to produce during the current game. For example, as soon as I get Ion Drive tech, I could create colony ships with 3x Ion Drives, even though that'd take way more mass than my tech allows(the saved ship loads, and allows me to produce it).
8) Sensors use "Life Support Mass", not "Sensor Mass" as is intended according to the tech tree. Sensor Mass tech does nothing.
9) The balance of what resources appear is very uneven. Always lots of Durantium, a few of the others, and none of some. Appears the same whether on Rare or Uncommon settings. In addition, there's no perceivable difference between Rare and Uncommon as far as amount of resources generated on the map. There's always tons of resources out there, there's just a lot of certain ones, and absolutely none of others.
There are a bunch of typos in descriptions, I'll try to write them down next time.
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Will update next time I plav!
Thanks for reading. Really looking forward to patch 5.2 opt-in!