Gilmoy's 0.40 Bugs

Hivemindfulness

Surely these gamebreakers are already known (to the dev team) ... but they're still fun to elucidate (and archive).  When we whisper legends of the abuses we could exploit in Beta ... it's threads like this :ninja:

0.  Reference: "Bene Deux"

Terran, (all-)Benevolent.

Large galaxy.  I don't remember the layout, but I think it was Scattered.

3 AIs on Godlike (highest) setting.  (I love a challenge.)

I am a relentless micro-manager.  I optimize every planet and shipyard, every turn, to minimize waste.  (I'll grudgingly waste 0.2 per queue per completed item, but not 0.3.)

20 hours, turn 118.  I just reached Age of War (at 21 techs).  Every turn takes me 8-15 minutes.

 

1.  "Hive"-Mindfulness

Or: YouGetAMind YouGetAMind YouGetAMind YouGetAMind

Summary: Mindfulness (Benevolent, tier 2) deducts 50 Benevolent points when unlocked, but thereafter applies to all of your planets.

The Ideology trees are obviously a work in progress, and will likely change so much in Beta 2 that it invalidates our concerns, not just fixes bugs.  But that's OK.  Here's proof that the work is needed!

Mindfulness costs 45 Benevolent, so you first encounter it at your 5th colonized planet.  I did it on turn 78:

Mindfulness T78a hw+4

 

I play all-Benevolent, so my Ideology points are 10k/0/0, where k = number of colonies.  Prior to colonization, I have 40/0/0.

Mindfulness T78b 40/0/0

 

Still in turn 78, I colonize Valkyrie IV, my 5th colony.  Now I have 50/0/0 ideology.  Since tier 2 costs 45, I must unlock one now.

Mindfulness T78c hw+5

 

I unlock Benevolent tier 2 Mindfulness.  This should simply raise (all) ideology costs, but leave me at 50/0/0.  Instead, it deducts the 50 points.

Mindfulness T78d 0/0/0

 

Mindfulness's text states that your "first 3 worlds" receive the +25% Approval bonus.  However, this restriction is not implemented.  All of your worlds get the bonus.  Here's my newly-colonized 5th colony (= 6th world total), exhibiting the bonus in the same turn (still T78):

Mindfulness T78e 0/0/0

 

Since turn 78, my entire empire has been at 100% Approval, for the mild cost of 4-20% wealth axis (depending on their maintenance bc).

2,281 views 7 replies
Reply #1 Top

3 turns later, in turn 81, my 6th colony (= 7th world) also gets the bonus, and my Benevolent points crawl back up to 10/0/0.  In fact, I've noticed no further disruption: it's simply a penalty of 50 points.

Mindfulness T81 hw+6

 

Silly continuation:

  • When you hit the Mindfulness bug, the tier 2 costs (for Pioneering) go up to 50, and tier 3 goes to 98.
  • At 10 colonies, i.e. when you re-reach 50/0/0, you must unlock Pioneering.  That raises your costs again: tier 3 goes to 107.
  • At 16 colonies, you will have (160 - 50 = 110)/0/0, and you can unlock tier 3.  Empathy at Tier 3 is the game-changer, because it gives you Missionary Center, which thereafter generates(?) Benevolent points.

At T118, I have 12 colonies = 70/0/0.  I'll hit 16 colonies around T130.

Reply #2 Top

2.  (UI bug) Planet bar's Approval of "100%" can be a false positive for Approval bonus tier of +40%.

Nomenclature: The Planet bar is in the lower left corner.  The Planets list is the right edge column.

  • Approval bonus tier +50% occurs at Approval 100%.  For this tier, both Planet bar and Planets list show ":) 100%".
  • Approval bonus tier +40% occurs at Approval [95,99]%, where the square brackets are math notation for a closed interval.  For this tier:
    • Planets list always shows ":) 99%" (or less)
    • Planet bar can sometimes show a false positive for ":) 100%".  (In this case, the bar contradicts the list.)

This makes the Planet bar unreliable when you're pixel-searching in the Govern wheel to optimize a planet's Approval.

Approval false positive

Work-arounds:

  1. For every planet, if it shows ":) 100%", hover over its Approval bonus until the tooltip pops up.  (This majorly sucks.)
  2. In the Govern wheel, click wealth-ward until the Planet bar first shows ":) 100%".  Disbelieve it, and keep clicking upward by pixels until your "bc%" wealth axis setting increases by an extra 1% wealth-ward.  (i.e. if it shows the false positive at wealth 21%, then keep clicking until you get to wealth 22%.)
  3. Govern from the galaxy screen (not from the Planet screen), so that you can see the Planets list in the background.  It is reliable (whew), and it updates per click.
  4. To micro-optimize your empire's Approval, once per turn, sweep your eye down the Planets list's ":)" column, and look for the 99s.

I do #2 - #4.  I've learned to cease #1; I just do #3 instead.

Reply #3 Top

3.  (UI bug) You can select and Upgrade enemy ships (but all choices are blanked out).

On T118, I snooped Drengin's fleet of 4, selected a Drengin ship, and saw that the Upgrade button enables.

T118b upgrade Drengin

 

If a ship suddenly "loses" (ahem) all of its engines in flight, does it ... coast to a stop??  (Excelsior did in Wrath of Khan)

Anyways, I click Upgrade to try to remodel my enemy's ships from afar.

It shows my own empire's ship designs, and they're all grayed out.  The only choice is to Cancel.

T118b upgrade Drengin menu

 

Can we please enable this capability for multiplayer? :moon:  Make it a Founder's Elite perk ...

Reply #4 Top

4.  (Roundoff error) Finish colonizer from afar to "teleport" civilians for free

Screenshots to follow (when I set it up again).

Outline: This seems to be a cascade of several inconsistencies in shipyard management.  But it works.

  • A shipyard can have 1+ sponsors, at any distance.
  • A sponsor at range 6 hexes or closer delivers full mps (zero penalty).
  • A sponsor at range 7+ hexes gets a progressively larger mp penalty.
  • Every sponsor always contributes at least 1.0 mp minimum, regardless of its distance and its mp% wheel setting.
  • 1.0 mp = 15 bc in rush build cost.
  • When a colonizer (resp. transport) is completed, the full population is drawn from one of the sponsor planets, by an algorithm I don't know.  (It could be as trivial as: closest planet sends all.)

We weave all of these to teleport civvies.  This is sweet in two ways: it gets people out of your backfield, and you don't need any manufacturing prowess to do it.  Its manuf cost to you is zero.

  1. Let C be your bankworld or techworld, with no manufacturing tiles, deep in your interior, nearly full of population.  It has no shipyard.  Even if it did, its build rate would be lousy.
  2. Let F be a frontier forgeworld, with nice build rate, but low population.  In the same system is G, an empty planet.
  3. F builds a shipyard F' (or borrows one nearby).  At F', it constructs a colonizer with no engines and no range (because why bother).
  4. F nigh-completes the colonizer, i.e. leaving less than 15 bc of work remaining.  (You can see this when you hover over the Build Now coinstack icon.)  This means 1.0 mp of shipyard build will complete the colonizer at F'.  Compute the mps you need from all other sponsors so that you "come up just short" by < 1.0 mp.  (It would be a disaster to actually complete the colonizer by accident.  Reload game.)
  5. In the turn of completion, Manage F', remove all sponsors, and add C as the lone sponsor.  C can be 40 hexes away (it doesn't matter).  Set C's Govern slider to 100% shipyard (right extreme).  C's wheel can be set to 0% manuf.  (The one time I did this, it was with a techworld at 83% rp, 17% bc, 0% manuf, at a distance of 17 hexes.)
  6. For shipyard F', in the Manage / Add Sponsor menu, C will appear in the list with its distance in red, and a note: "1.0 mp".  I think this is supposed to be the upper bound, but it got implemented as the lower bound instead(!!).
  7. Hover over shipyard F'.  Its lone sponsor C will display as contributing "0.0" (which is, indeed, true).
  8. Click on shipyard F' to select it.  In the lower-left Shipyard bar, it will say "1.0 mp - 1 turn".  This is a phantom 1.0 mp from a remote shipyard.  (These phantom 1.0s do actually add to your build, exactly as if you had delivered a real 1.0 mp.  They reduce the "buy" cost by 15 bc each.  You can dogpile many remote worlds onto 1 shipyard, and they will contribute exactly 1.0 * N mps ... even if they don't send any.)

On the next "Turn", the phantom 1.0 mp becomes real, and completes the colonizer at shipyard F'.  Since C is sole sponsor, it sends the 2.5 bp.

Ergo, you teleport 2.5 bp a distance of 40 hexes ... for a cost (to you) of 0% mp and 0.0 mp.  You don't even have to Govern the wheel.

Use new colonizer to colonize G.  Faster and easier than, say, having C actually build the ship on its own, and then driving it there.

Reply #5 Top

So I actually reached 16 colonies = (160 - 50 bug = 110)/0/0 on T122, unlocked Empathy, and built Missionary Centers.

5.  Breakthrough gives ~300 rp, and deducts 125 Benevolent points

  1. Benevolent tier 3 Breakthrough also suffers from the Mindfulness deduction-bug.  If you take tier 3 Empathy first, at a cost of 107 = 16 colonies (i.e. you have 110/0/0, after the Mindfulness -50 point bug), then this raises all costs by 9, so tier 3 Breakthrough costs 116.  Completing 2 Missionary Centers at +5 Benevolent points each raises you to 120/0/0, which forces you to unlock Breakthrough.  When you unlock Breakthrough, it raises all costs by +9 again, so the tier 3 cost becomes 125.  This is deducted from your Ideology points.  I had 130/0/0 before unlocking, and 5/0/0 after.
  2. Breakthrough gives 300 rp, not 150.  It is sufficient to instantly complete a Commerce Specialization tech (296 turns at 1.0), with essentially zero carry-over to the next tech you choose.  I chose Diplomacy (162 rp), and I can't see even 1 pixel of shading in my tech progress bar.

So maybe Breakthrough gives 296 rp exactly?  Or, maybe it gives "rps equal to Commerce Specialization".

Corollary: When you reach tier 3 ... take Empathy first X| or you'll be sorrrrry -- another 12 planets of sorry

 

Reply #6 Top

6.  Missionary Center does not give +1 Benevolent point per turn

Apparently not implemented.

 

7.  "Destroying" a not-yet-built Missionary Center prevents rebuilding it

 

This could be endemic to all one-per-planet items.  If you enqueue a Missionary Center, but remove it from the queue before any construction is started on it ... it still does not reappear in your planet's build queue.

Canceling an intent should not count the same as destroying a tile that actually exists.

 

 


Reply #7 Top

4. Teleporting Civilians (screenshots)

Oh the fun we have in 0.40!

Each image is a collage of 3-6 screenshots.

teleport civ T124

 

teleport civ T125

 

teleport civ T126

 

Godlike Drengin can't do that!  (I hope, I hope)