It appears to be a problem with custom races; specifically, with ht update it appears to be that one of the ui colors you choose is used for some parts of the map. If the color you choose happens to be dark blue--like mine was--then it is really hard to tell that and the black background apart. I don't know of any solution for a game that has already been started, but for new games with custom colors, choose colors that stand out a bit against black. The Iridium, with a yellowy ui, don
SoHowBoutDemPhasors
Here's what I got trying a new game: Way too dark map
I have a possible workaround--though I've only tried it once, just now, today. Get a save right before your surveyor is about to explore the evil pirate ambush, stop the auto-survey, and order the ship there manually. I got a 'are you sure, there's pirate there' popup, and I said yes. And the ship went, there, and combat happened like its supposed to (my ship lived). Ever since then, though--on this particular savegame, at least, the surveyor can auto-explor
And now I have just encountered it...
I have encountered this same error! I once clicked "no" to the "Do you want to colonize a planet" screen by accident. I had sent three colony ships to colonize a system of three stars. and by luck they all arrived at the same time. I accidentally clicked no to the first one. The other two, which arrived at the same time, where able to colonize on that turn. But I was not able to colonize any more planets. Interestingly, the others could still colonize other planets except that o
I propose a solution to marry the concept of the dual and single que. You can operate a dual que a la GalCiv2 but it comes with a production setback--say you can only use 90% of your production, split across both your ques. This allows you to build both ships and planetary improvements are once, but adds a cost to the multitasking. This also opens up a possibility of having even more ques, but for each ques receiving an additional production penalty. This possibility I