[quote who="trims2u" reply="24" id="3543254"] The algorithm for finding at least a reasonable guess at optimal is quite straightforward: Not adjacent to a tile which has a special tile bonus Not adjacent to a tile which has some special ability thingy already occupying it. The largest number of adjacent tiles
kyubey116
I looked at the racetraits XML, and the farmer's racial trait increases max population rather than food. I'm not sure if this is a bug or not, as I reported a similar issue with desert planets manufacturing boost not displaying properly because it increases Manufacturing rather than MaxManufacturing in the planettraits XML.
Ideology points do not deduct when new ideologies are chosen Dense race trait does not work. I changed the target from colony to ship and it seemed to work fine. The production bonus on desert, active core, tidally locked, and low gravity worlds does not display correctly. The bonus is not shown on the planetary improvements window, and multiplies production after factories are applied, which is not done by any other world bonuses. I changed manufa
I've tried multiple games on different map sizes and in every case, right around turn 50 the UI and fx sounds start failing to play about 50% of the time. Restarting the game doesn't seem to help either. Has anyone else experienced this or knows how to fix it?
My ideology points never decrease either. I go down the ideology tree way too fast as a result.
Like many other users I found that the game didn't generate enough habitable planets, even with planets and habitable planets set to abundant. I took a look at the xml in MadSetupDefs. The PlanetFrequencyExp value goes from 10(none), to 5(rare), to 2.5(uncommon), to 1.25(occasional), to 1(common), and to 1.5(abundant). The 1.5 looked like like a typo of 0.5. I changed it to 0.5 and am seeing significantly more planets overall using abundant settings. I believ