Retribution: Broken or Bugs

This is in Retribution - with or without patches or beta opt ins...

The Pragmatic ability to stave off conflict for 50 turns seems broken. Used it, 6 turns later AI declares war. Also, the ability to Aid Research is non existent - even at turns 450+  

luceo non uro 

68,443 views 18 replies
Reply #1 Top

I reported the Aid Research problem in another thread and @Mormegil responded, so I believe it's being looked at. There was a stray line in the XML that was restricting Aid Research so that it could only be built on the planet where you had built your tech capital.

Reply #2 Top

Thanks for the intel Publius.

luceo non uro

Reply #3 Top

I believe the aid research was purposely restricted to the tech capital, as it is also significantly better, and designed to help pacing. I believe Frogboy discussed it in one of his journals leading up to release.

Reply #5 Top

Ok, so I've read Frogboy's post about late game research generation being forced into late game wealth generation, and I don't see the point at all.  First of all, I don't only use aid research late game, I sometimes use it earlier when a planet had nothing else I want to do with it, and secondly, even late game, when a planet has nothing else left to do, what's wrong with research? Why is wealth generation any better?  I hope they do revisit this.

Reply #6 Top

The Pragmatic ability to stave off conflict for 50 turns seems broken. Used it, 6 turns later AI declares war.
End of quote

Sorry to hear you are having trouble.

It would help if you could upload a savegame before the AI declared war one you, maybe even before you used the trait, to a cloud service (DropBox, Google Drive, One Drive) and post a link here, the developers can take a look at it.

Savegames are located in \Documents\My Games\GC3\Saves or \Documents\My Games\GC3Crusade\Saves

Thank you for your patience and patronage.

Reply #7 Top

Quoting Publius, reply 5

Ok, so I've read Frogboy's post about late game research generation being forced into late game wealth generation, and I don't see the point at all.  First of all, I don't only use aid research late game, I sometimes use it earlier when a planet had nothing else I want to do with it, and secondly, even late game, when a planet has nothing else left to do, what's wrong with research? Why is wealth generation any better?  I hope they do revisit this.
End of Publius's quote

 

I don't think it's meant to be better per se. I think it is meant to change pacing. Previously I could transform virtually all industry into research, and thus plow through techs... Without really needing any research buildings at all.

I'm not necessarily a fan mind you. But I I don't think the idea is "this is better or more research" etc.

Reply #8 Top

Late game pacing ... that's the least interesting part of the game for me and I'm already plowing through techs at that point even without Aid Research. I have to have my planets doing something, why take another choice away from me?

By Frogboy's logic Aid Economy should be restricted to the Financial Capital planet.

Maybe I'll mod in an Aid Population project.

Reply #9 Top

Personally id rather my planets just be finished. Planets without projects simply should be by happier. They're done. Lol

I'm mostly joking... Mostly. 

Reply #10 Top

Quoting Gauntlet03, reply 9

Personally id rather my planets just be finished.
End of Gauntlet03's quote

I would be happy with that.

Reply #11 Top

So you'd rather we just remove all "Aid" projects?

Reply #12 Top

No, not entirely.  I think the Aid projects are worthwhile when the planet is not completely built out but you're waiting on something before completely finishing it (like I know I want building X to go *there* but I have to research the next terraforming tech to put it there) and you want the planet to be doing *something*.  But when the planet is completely built out, I wouldn't mind it if there were a way to say "I'm done, don't take me back to this planet anymore".

Reply #13 Top

Quoting Gauntlet03, reply 9

Personally id rather my planets just be finished. Planets without projects simply should be by happier. They're done. Lol

I'm mostly joking... Mostly. 
End of Gauntlet03's quote

So a morale project set to repeat?

Reply #14 Top

I know this was answered, but I'm mentioning it anyways. Aid Research is something only a planet with a tech capital can do.

Its not the only thing like this. You can only train legions on a planet with a military academy. A military academy is now a 1-per-player improvement.

As for the neutral ideology pick that prevents war for 50 turns, it seems to be working fine in my last game. Another civ got it so I couldn't invade them until it was over.

Reply #15 Top

Quoting ScrivenerOfLight, reply 13


Quoting Gauntlet03,

Personally id rather my planets just be finished. Planets without projects simply should be by happier. They're done. Lol

I'm mostly joking... Mostly. 



So a morale project set to repeat?

End of ScrivenerOfLight's quote

 

Not how I'd implement it in the UI preferably... But sure.

 

I'd prefer a check box similar to shipyards disabling the alert for the planet. If the planet que is empty than a flat morale bonus gets applied... Someone like say 20-30 percent. One way to get a temporary maximum out of taxes for my colonies would be to halt production and then tax more because morale allows me too .

Reply #16 Top
Quoting Gauntlet03, reply 15

Not how I'd implement it in the UI preferably... But sure.

I'd prefer a check box similar to shipyards disabling the alert for the planet. If the planet que is empty than a flat morale bonus gets applied... Someone like say 20-30 percent. One way to get a temporary maximum out of taxes for my colonies would be to halt production and then tax more because morale allows me too .

End of Gauntlet03's quote

I agree--but I'm not going to bank on that as an added feature/mechanic.

Reply #17 Top

Agree with Publius of NV. Aid Research appeared crucial in the old days to ensure you didn't get left behind tech wise. Used it for eons and actually miss it. Maybe tweek it so you have to have a lab built on your colony before you can use it on that colony?  

luceo non uro

 

Reply #18 Top

That's a good idea- not just the tech capital, but also allow it on a per planet basis with some sort of research improvement requirement for a planet