Same issue since update to 4.21. Windows 11, no problems before the update. Deleting the prefs.ini does not solve the issue. Music plays with no problems. I gave up on my current game to wait for a fix assuming devs were aware.
Wotan2a
It is possible that it does not work fully, I have not checked. I usually streamline to this Government choice for the +20% income and I do find that I accumulate pragmatism points faster but never checked if it is exactly 50% more.
Pragmatism +50% gives you 50% more points toward the Pragmatic ideology so if you accumulate 10 per turn you bump up to 15.
Thank you, will try it out.
Totally agree with the comment. I have the exact same issue since the game was released. Biggest problem for me is when I 'unanchor" and then "anchor" a shipyard. The sound is so loud I have to either mute or take my headphones off before doing the action. I thought it was something off with my system setup, interesting that I am not the only one with the problem.
I believe that as long as a civilization has a colony ship they are considered "alive". This has happened to me on a couple occasions where a civ I thought I had defeated had a colony ship in a corner of the map and until I found it and destroyed it, they kept showing up in the diplomacy screen.
[quote who="Frogboy" reply="39" id="3775911"] Quoting Wotan2a, reply 37 Frogboy, on my MBA and in the companies I have led, we sometimes discussed an issue called "Founders Syndrome", you may want to refresh your memory on it. https://managementhelp.org/misc/found
Frogboy, on my MBA and in the companies I have led, we sometimes discussed an issue called "Founders Syndrome", you may want to refresh your memory on it. https://managementhelp.org/misc/founders.htm Your interaction with Horemvore may have been done during a time you were a bit off, certainly understandable in these times, but your public reaction to one of the best mod builders and most prolific, if not popular modder,
Quoting Horemvore, reply 8 Would it please be possible to look into adding a Carrier type to HullTypes rather than the exploitable Carrier modules we currently have? Well, adding a new hull type would probably require an artist' time and I'm not sure that is something
Thank you
@Franton, I agree with OP, "any" ship is what he said. At this time mercenary, commander and salvaged ships are not upgradable, we also should be able to upgrade ships to a different size, at a high cost in a shipyard. Right now ship upgrades are useless, it is easier and cheaper to just build new which means losing all the experience gained by the crews, another option would be the ability to recycle the crew to a new ship of any size thereby retaining the experience points. </
Thank you!
Interesting, have not seen this behavior in Retribution yet although the planets have been flipping so quickly there was not time to do anything except pass me the bill for the rushed improvements. Retribution is an interesting beast, couple steps forward but three steps back. I am still on the fence with it, the "streamlined" tech tree is not doing it for me so I like that Gauntlet added all sorts of techs for his "advanced abilities". Cheers
Thanks Horemvore, if I read this right you address the problem by making the planet immune to culture flip for 15 turns? Am I reading that right? Interesting idea and a good workaround but it could introduce other issues if the AI was smarter, thankfully the AI does not know how to use influence properly or an immunity to culture flip even temporary combined with a couple artifacts that give 10,000 influence would be a pretty awesome strategy, not that I have been known to use it myself mind
Horemvore/Gauntlet, would one of you know which files, if any, could be edited to modify the choices the AI makes when colonizing planets? I am trying to mod out the AIs tendency to colonize planets in another players zone when there is heavy influence that would instantly flip the planet to the other player. This is happening quite a bit now and has become a real issue in my games since growth and planet rush was nerfed. On levels at genius and up I just have to survive and build up my influ
Thank you, in the meantime I just removed all triggers that give Government ships to even out the odds a bit. Not sure if I can mod out colonization in an influence heavy zone but still looking.
I know that 3.7 is primarily a QOL fix but could you please fix the Government ships being used as survey vessels and the AI not doing any influence checks before settling colonies. The first one is just annoying and handicaps the AI vs the player, if the AI cannot be taught to use them just turn them into survey ships and give the Governments extra bonuses. The second issue on large maps and higher difficulties is game breaking. In my current game, the AIs have now colonized 9 planets within
Militarists works fine with Schayvaan's workaround. No CTD yet since breaking Stellar fortifications into two techs. One small UI issue, with the new tech that permits creation of legions on all planets there is now multiple entries for their creation on the Planet that also builds the original Legion creation tech. Not a big issue but maybe create an exclusion so both cannot be located on same planet?
Instead of "build everything" for starbases, how about templates? Build a starbase as you like it then save as a template like we do for ships. When a new starbase is created you can just "apply template" be it a mining, economy or military starbase. You should be able to update starbase templates when new techs come around and then have a button "Apply to all" either in the Starbase window or in the commands "window"
I can attest to shayvaan's statement somewhat. i had a custom civ with militarist trait and game kept crashing. Once I restarted with a different trait and ensured not other civs had it, no more CTD
It happens without fail in every game. AI always uses government ships to explore instead of using the boosting capabilities and it (AI) NEVER employs planet boosting mercenaries in their primary role. The Merc colony ships have become an extra resource for the human player, with retribution's lower limit on growth that has become a major plus for the human on games at lower than genius settings.
A revisit of tourism is definitely required. In my latest game with 3.6 and all DLC, I have a planet with the 25% tourism bonus, I placed a consulate, the regular tourism buildings and an entrepreneur on it and it now brings in 1950 credits per turn. As Mac2411 stated, this now makes any financial decisions moot.
Sitting in Houston in my house, I have a Robot cleaning my pool, a Robot vacuuming my house (it even empties its own bin :-)) while I play a game using my virtual reality headset. All tech that was basically nonexistent 5 years ago and which will be obsolete in 3 years. I wonder when the vacuum robots will be able to climb and clean stairs LOL We are pretty much in a development cycle of 3 months where tech is obsolescent in 6 and obsolete in 12. If you cannot deliver inside that cycle you fa
deleted
Deleted