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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Garfunkel on Today at 07:29:37 PM »Not quite do because the 0.2 automines are still somewhere, possibly taking up cargo space somewhere forever! Think of the lost efficiy! 😂
...a screen that lists all events, and has a checkmark for "does this stop time? y/n" would be ideal (although probably a lot more work than I'd expect.)
Even better if the screen lets us import/export our preferred interrupts.
It would be nice to be able to toggle a checkbox on the fleet orders screen to control if finishing shore leave stops auto-turns.To build on this, a screen that lists all events, and has a checkmark for "does this stop time? y/n" would be ideal (although probably a lot more work than I'd expect.)
Thanks, but it's okay. No fuss, I moved past this point. I edited the database to change the 8.8 facilities on Earth to 9, and everything is happily humming along now.I can check, but it was more than one year ago and the longest travel time is 4 months. And still, it would not explain the 'freeze' on current AM count when producing an extra 0.2
Attach your DB if you like. I'll send my SQL Raiders to find the missing 0.2 automines.
3) Dividends replaced by an admin overhead that increases in percentage terms based on the number of ships.Wouldn't this just leads to more shipping lines instead if larger ones are punished?
Changing the growth rate/profit alone seems like not a great fix. That just means it will take longer for civilians to get out of hand. Unless you make them grow slower than your empire, in which case they'll stay permanently irrelevant.
So civilian shipping lines need to be limited. This limit needs to be with reference to the size of your empire, else civilians will be too good for small empires and too weak for large empires. The problem, such as it is, is that civilians are an exponential snowball of something for nothing. They do stuff you want, give you money rather than cost anything, and grow based on how awesome they were for you already. I think that instead of capping the "something", you should cap the "for nothing".
I think you already have the tool you need. IIRC colonies produce a finite amount of trade goods, based on their size. With tweaking amounts + profits, this provides a natural cap on the profit that can be made by shipping trade goods.
Cap luxury transport desire the same way--a finite amount desired for a population of a given size.
Cap colonist transport the same way. Maybe some tiny fraction of a colony's population wants to move to a different world (badly enough to pay for it) in a given year. Optionally, let the empire pay to have civilian ships move colonists beyond this limit. A simple checkbox for "subsidize colonist transport" would seem to be good enough.
Just had a Stablization Ship fly through to a system with a different flag controlled race with the exclude alian controlled flag ticked on the ship.
This had happned before in this game, but I thought I had made a mistake. Seems this bug is still turning up somehow.
Doesn't help they let Swarm out of the system.