Bugs and Commentary

 

Bugs/gameplay

 

Colony:

Planets seem to be to small for most empires needs between artifacts and resources There just isn't enough space to support an empire. By this I mean artifacts and farms and unique resources seem to be lumped into the same category, instead of as a separate spawning  weight

Capitals are not immune to culture flipping

Shielded planets are at 0 percent Resistance

Colonization Center isn't effected by farms or other population enhancing effects

Hypergates:

Ships don't stay in the gate stream, which is annoying when you can go faster inside it....

Ships avoid asteroids inside a hyper gate, are they not safe?

Ships move into the hyper gate while ignoring the gate itself?

The AI will to easy trade hyper-gates, they fight more over ships then those

The AI puts them in stupid places, like right outside there shipyards, and next to each other...

Can I spread Influence through the end of these?

Missions:

The find money/resource mission dousn't work

Marketplace:

When you first get access, no resources are avialable and the prices are astronimical to the point that it might as well no exist

Star bases:

The costs of crusade upgrades are massive, especially when compared to retribution

No planet boosted artifact modules?

Artifacts:

They don't stack, charges are by planet by artifact

Also why do they cost anything other then time and ascension points?

Can't upgrade kiln of worlds because I don't have Prometheus stone, not to be confused with promethium....???

Are these ascension gates?

Ships:

Can't view the korath clans

Governments:

Interstellar Plutocracy requires pragmatic ideology

Galactic Kingdom requires Malevolent ideology

Misc:

Synthetic and silicon species are missing techs from the colonization tree Xeno Entertainment, terroforming, colonial Engineering, and Extreme Colonization, etc

Can't view the korath ship style, trying to do so in the civ builder will crash the game when you select fleets.

carbon and aquatic get the same colony hub upgrade, and it strips out the negative bonuses for planet types

Cannot select the drath or the korath homeworld starting areas ( i assume they are uinque)

The cloneing event on startup dousn't give sythetic any population for selecting that option

The Ai dousn't seem to buy mercenaries

The starting colony ships have reduced range on the default

There is a pop up now telling me to rush projects....

When you add a project to the build Q in either a planet or the shipyards, it automatically gives you a free turn of production

How do I build the quantum power plant now? Reduced research cost of that tech if it no longer exists?

With the nerf to tourism, pragmatic choices are kinda invalidated, at least for those that deal with tourism

I used a artifact to give one of my planets 20000 influence and it didn't reset when it was conquered

The economy needs to be adjusted upwards me thinks

5,863 views 4 replies
Reply #1 Top

Could you please edit your post to have less spaces... it is very distracting. I did get about a third through the post.

 

"The find money/resource mission dousn't work" 

This has not been true for me... are you certain you have a government type that allows for said missions... how is it not working?

Reply #2 Top

I did, sorry, I copy pasted from a word file, didn't think to check on the spacing.

I do have a government that allows it, It has produced the ship and it goes on the mission, when it hits a planet the mission does not complete or it does not give rewards.

I opted into the hotfix, I also have your mod installed, not playing with them but could be a thing?

also

 

Troop transports require troops to build?

 

 

 

Reply #3 Top

Marketplace:

When you first get access, no resources are avialable and the prices are astronimical to the point that it might as well no exist
End of quote

From my observations the buying price is based on how much is available.  The last unit of a resource is 1000 credits and if you buy it the resource will be removed from the listing.

 

Reply #4 Top

Galactic market feels about the same as before the expansion only difference is I am hurting for cash. Cash was stupid easy before but I feel like now double nerfs to tourism it has become difficult to aquire. Tourism did need nerfs but I feel it has been hit to hard. 

Always took at least one legion to build a transport ship. Well at least since legions were introduced from what I remember.

 

Found the way to make cash it isn’t stupid easy as before but one well built ship yard sending out teasure hunters allows you basically forget about cash flow at least in the middle part of the game I assume I would just ramp up a few shipyards for teasure hunters in an expanded empire.