The Easy Way to Find the One-per-Race Building Bug

Background
There is a bug that allows one-per-race buildings to be built more than once.  No one has been able to consistently get it to happen and to provide a save that allows it to be tracked by the devs.  Many players, including me, have thought it has something to do with a race loosing a planet with the building on it.  I have been seeing indications that it can happen if a race decides to destroy the building for some reason.  The bug then allows all races that have built one to build another one.

How to find it
Download a save here.  It is a new game with all expansion packs and DLC and without mods.  I saved at turn 100 to see which races have built the Import-Export Center (IEC), which is a one-per-race building.  Some had not built it.  Those that had built it had built only one and could not build another.  The races that had built it are:

Arcean Empire on Baal2.  This is the race I'm playing.
Snathi Revenge on Snathi Prime.
Free Trandals on Delta Gladius I.
Yor Singularity on Iconia.

Check all the races that have already built it and see that it doesn't appear in the list of things that can be built.

For the devs, I am assuming that you can do things I cannot do to change things in the game.  Maybe you can destroy buildings without having to destroy a whole planet.  I will report what I did.  I have cheats enabled.  In the console I used the god command to be able to look at the other planets.  In the galaxy view I looked at planets to find those with an IEC.  I can't destroy anything on the planets, so I went back to the galaxy view and selected a planet  In this case it was Snathi Prime.  In the console I used the destroy command to destroy the planet, so the IEC was destroyed also.  In the galaxy view I went to the races, including the Arcean, that had already built one and saw that it now appears in the list of things that can be built.  The bug had acted and allowed this to happen.

I then decided to check out some other one-per-race buildings, namely the Computer Core and Central Bank.  I had already built these.  I reloaded the save to get a fresh start.  The Free Trandals planet Delta Gladius I had both of them and and IEC, so I destroyed it.  All three then appeared in the list of things I could build.  The same bug seems to apply to all one-per-race buildings.

I hope this helps finding and fixing it.

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Reply #1 Top

Thanks for posting this Old-Spider. I hope this bug finally gets fixed.

Reply #2 Top

Bravo, I hope this helps the devs.

Reply #3 Top

Shamelessly bumping in hopes dev team takes notice (if they haven't already) ;)

Reply #4 Top

this is a top-notch bug report.

*bump*

Reply #5 Top

Sorry that it took me so long to get to this, but this did help me fix it! Thanks for putting in the work to get us a good repro!  :star:  :congrat:  

Reply #6 Top

Indeed! Thank you!

Reply #7 Top

Excellent!  I am glad it is finally gone, and I'm sure many others will be also.  I put in all the work in hopes for this result, so I'm glad it was worth it.

Since that has been fixed, I need to ask if any more work had been done on the problems reported here, especially #1 and #2.  Brad reported on Discord that he had found the cause of #2, but it was more complicated than he first thought.  It may have even included #15.

Some have already been fixed and others aren't as bad.  Here is their status:
#3 was fixed.
#4 you just fixed, which may have fixed #5.
#6 is greatly improved, but I don't think the Yor give enough priority to getting Durantium and Promethion.  If they don't get any and can't get any by other means, they don't last long.
#7 is fixed, but now they build Hydroponic Farms.  I fixed this with a mod that added a preclusion for these races so they can't build it.
#11 is fixed.
#19 isn't fixed, but a button has been added to eliminate the need for all the steps I listed.
#21 is fixed or mostly fixed.  I have been seeing the AI use non-military ships a lot more than they did when I made the list.  This includes ships with long sensor range as scouts, special colonizer ships to colonize the correct types of planets and planet improvement ships stationed at planets.

All those not listed above are still the same.

Reply #8 Top

Thanks, CariElf and Frogboy! You guys rock!

And good work, Old-Spider.

One comment:

#16 on the list isn't limited to "soak" games. I'm not 100% sure what's going on behind the scenes, but AI do go after anomalies that are defended and survey them without triggering the encounter at all. At least, that's my assumption since the encounter is visible.

I'm guessing this has gone unnoticed largely because defended anomalies in the base game were only a percentage chance to fire the encounter (so maybe the AI just got lucky), and the Precursor anomalies are rare...

But when an anomaly's encounter rate is 100% (as is the case for Precursor anomalies), the AI survey them with impunity.