Likely what occurred, is that making an alliance with the last race gave them the last alliance they need for the alliance victory. I have had this happen to me before. Military, research, etc. is not taken into account on an alliance victory.
AdamMG
I have had 3rd party spies on conquered planets a few times, but they were always present on the planet screen. Annoying that I have had to counter spies which were not aimed at me, but I consider it the price to pay for conquering. It does seem odd that it is not showing there for you.
Select a building from the list, and click on the tile. The tooltip will give the building's stats if built there. Easy as pie. But yeah, the colors don't match the function now. So it is a Research bonus.
I've recently been playing with rare habitable planets, and the arable land has been hit or miss. With plenty of planets to colonize, I've not had a problem. When there are few arable tiles, it is certainly more difficult, but not impossible, to gain a good production base. Usually I'll build culture starbases when I have few farms available, so that I can take advantage of asteroid mining.
only way to prevent that is to delete them after you play as them it is a feature of the game, to use your own awesome custom made civs against you
Your home planet should get some tourism from the beginning. The tech allows the Port of Call to be built one/planet, which gives 1% of total tourism. Low grav planets, and the like, are adjustments to the percentages from the PoC or your home planet (e.g., 10% of the 1% from the PoC, which is 1.1% of total influence tiles' tourism income. It is all a bit confusing, the way they have it written. Basically, you should be getting at least 1% (+/- other percentage adjus
the Garrison (Slaver specific) also provides resistance
I've noticed this as well
there is also an ideology pick (using GRM, do not recall if it is also in standard) which makes a civ's planets immune to flipping. This could also be the case.
it is resistance, not approval, which blocks flipping. Yor planets can be flipped.
The market acts properly for me. I tested a few times just to make sure.
Xeno Anthropology (and upgrades) still have undervalued influence (0.1)
The AI's seem to think it is a resource, so constantly build around the Bazaar. There is no benefit unless you want to buy one of the bases from them and deck it out.
Ha, I use the "secret method" all the time. Until it is fixed (maybe it takes N turns to change capital planets) I will consider it cheesy and very useful.
I have come to believe that it does give some small amount of research. If you get it early game, it actually might complete a tech. But that does not scale as research costs inflate, so the 50 points (or whatever it does) barely impacts the tech you are researching.
If you go to your home planet screen, and use the left arrow, it will show the last planet you colonized. If you just got Brindle's, the last colonized planet will be that one. Note its name, and then locate it on the planet list to get the map to center on it. Kind of a pain, but it does work.
I once had 3 Central Banks by turn 20 or so. Ended up placing my econ capital adjacent to all of them. I suspect it has something to do with an AI building and canceling, or destroying, said wonder. 1/Civ, if 1 civ fumbles it is up for grabs? edit: for further clarification on this issue, I have gone through games where I'll take over several Minor Civs all at once. Sometimes I'll have 4 extra Computer Cores within a couple turns. I
The Iridium Center chain also has a low bonus for influence ( 0.1 )
unless the defense has guardian drones, supposedly.
To point out, one bug that actually was game-breaking for some, was fixed very quickly and is in the 3.02 opt-in (AI range bug). I guess I'd like to see the weapon graphic bug addressed, but it does not change the actual game-play at all. (edited for version typo)
ah yes, I've seen the negative D as well, building both legions and synthetic pop, though not a big deal for D as it will replenish food is not a resource like D or the others though - it is static and global and only needed to BUILD a city, not maintain it. I don't mind negative food not having a penalty, I do agree that it would be a cool addition. think of it like this ... cities are always self-sustaining when built. The population buil
Regarding economy .. they do have a rather cheap planet project (strip mine), and the ( +25% + 0.3 raw per level ) per-planet buildings ... not to mention Tourism playing such a large role now .. I do not see it as an issue
In my opinion, Synthetic races are better than ever before. I play Intrigue, with all DLC. In the version I play, there is only one tech to increase population, early on and cheap, so long as you have D and P. Mining those is crucial to the success of a Synthetic race, and while pop is "capped" at planet class, using colony ships to overpopulate does not result in negative population growth. They are stronger now than ever.
Frogboy, for the record, the bug I was concerned about is apparently fixed in 3.02 (about to test now) thank you for your attention and a great game