I got the event where it says that you discover a precursor artifact that can terraform a tile on all of your planets. I'd hit it before, but was playing Benevolent at the time so didn't try to get the additional tiles. This time, though, I was playing Malevolent, so I chose that option. I thought that what it was telling me was that I would get one usable tile automatically added to each of my planets, at the cost of dropping my production by 90% for 10 turns.
Publius of NV
Unfortunately I no longer have a save from the game where it was happening. If it happens again I'll try to get a save for you.
Rhonin_the_wizard is correct, I managed to win a game that way.
Ah, that explains it. A bug was reported here that makes planets in no one's ZOC uncolonizable when that UP resolution is passed.
There are some of these in the Krynn buildings also.
I agree with this. I've only gotten the event once, but was really wondering what tech I'd been given, and in fact I couldn't tell if I'd even received one.
Hmm, there was a bug where this would happen if one of the AI's targeted the planet with one of their colony ships, but I thought that had been fixed in .51. Maybe not?
You might (or might not) be more likely to get the developer's attention by moving this post to the Support forum. Just edit the original post and change the category to Support.
While that is true, when I reached the end of the age of Ascension I was able to research those techs, that is not my issue. My issue is that there is no feedback that the tech you clicked on hasn't been selected unless you happen to look in the upper right corner and notice that it isn't the active tech.
I'm currently playing as the Krynn, trying to win a tech victory. When I clicked on the Beyond Mortality tech to try to research it, the Efficient Manufacturing tech was selected instead. After I'd researched that, I tried to select Beyond Mortality again, and this time it selected Sustainable Manufacturing. I am also unable to select Precursor Understanding. If the prerequisite techs have been researched, and there is some other reason that one of these te
Thanks for the explanation!
The Krynniac Temple says it provides 10% influence growth. The upper left arrow in this screen shot shows that I have built a Krynniac Temple, but the lower right tooltip for the planet's influence does not show the extra 10%. Is that a bug, or is the influence growth reflected turn by turn in the base influence increase and deliberately is not shown in the tooltip?
At this point in the beta GC3 makes you do something with all your planets, ships, and shipyards (and technology and ideology) before the button in the lower right says "Turn". So try telling that shipyard to build a ship, give your ships orders to go someplace (or pass), etc, and you will eventually get the turn button.
If you mouse over those items in the tech tree you should see a pop-up that usually gives useful information on what it means. Terraforming techs do add usable tiles to planets. The techs allow you to select a terraforming improvement on the planet management window, and then choose a tile to improve.
In the Altarian tech tree (and maybe others, I'm not sure) the Military Industrialization and Social Industrialization tech names are missing from the tree but visible in the tool tip:
The Altarian building Research Cloister seems to have an text string "Not in Beta 1" left over from ... Beta 1.
In the current (and previous) betas, a culture flipped planet leaves behind its shipyard and any rally points, which if there are no other associated planets, leaves those shipyards and rally points useless clutter on the map. Can they be deleted after some number of turns?
The Colonizing Event window doesn't show the planet name. If you have more than one planet colonized in the same turn, you can't tell which colonizing event goes with which planet. Admittedly, if you're going pure benevolent/pragmatic/malevolent it probably doesn't matter, but if you're not it might. Could the planet name be show on this screen?
I've been getting this message on occasion. I think it's happening when a planet I've sent a colony ship to gets colonized by one of the AIs, leaving my colony ship with no target planet. But if I'm right it's very misleading since it's referring to trade ships - the last 2 times I got it I didn't have any trade ships active.
Hotly debated? Why? Because you could reveal undiscovered planets? In that case just make the tooltip show only discovered planets.
I agree with you, Jack. I've been using eviator's circumvention, but I'd rather have what you suggest.
[quote who="Thecw" reply="10" id="3502865"] Quoting RadioBlues, reply 8 Interesting concept for a mod though, I can see the Drengi fleet chasing after your rock band because their metal concert wasn't brutal enough Benevolent: You host a charity rock concert to benefit starving Stardock Developers. <br
I experienced the same thing, described in another thread. Like you, I also ended up giving the alliance techs to the AIs, and the option to form an alliance didn't appear until several (some might say many) turns later. The conditions for forming an alliance definitely need to be made more transparent to the player.
[quote who="Lucky Jack" reply="11" id="3502268"] Quoting Publius of NV, reply 1 But then again, I'm an almost retired old fart who's way past going out chasing girls I am retired, and if I wasn't married I would still be out chasing girls (actually, women). Why does "old" (I&
[quote who="eviator" reply="3" id="3502133"] I think (hope) we'll find, once we get to release, that the game's diplomacy and battles are much more rich than GC2. The UP is already more interesting and impactful, as are treaties and alliances. Battles are going to make use of more tactical stats than just attack, defense, and HP. They will take into account weapon range, ship speed, and we cannot forget the carriers. Add in that resources' (durantium, etc.) impact on ship sta