Publius of NV

Publius of NV

Joined Last seen Member # 368410
19 Posts 1,090 Replies 1,975 Reputation

I downloaded the save and played the game out to turn 57. At that point Seraphim's Reach had 22% crime and 95% approval. Pherkad 1, the only other core world (class 26 generated by an anomaly event) had 20% crime and 92% approval. At turn 57 I had enough culture points to take the Social Ties perk in the Traditionalism branch. That wiped out the crime. I wouldn't normally have taken that path, but you had reduced the research rate so much that it was going to take ages to resear

35 Replies 35,111 Views

I agree that the leader having the malevolent trait is a bug. I don't think you've proven that the leader having the malevolent trait is the cause of your high crime rate. Like I said, my leader also has malevolent, but I'm seeing only a normal number of criminals, and normal methods are dealing with them.

35 Replies 35,111 Views

I made a custom civ on 1.55 yesterday, and the civ leader has malevolence, but I'm not having problems with rampant crime. With Security Lights and a Minister of Justice crime is at 0 on all 6 of my core worlds at turn 134. Perhaps the problem isn't the leader malevolent trait?

35 Replies 35,111 Views

Three techs that Vigilant races get, Interstellar Navigation, Navigation Network, and Navigational Expertise, do nothing. The first says it allows building the Navigation Center achievement, the second says it allows building the Galactic Navigation Network, and the third says it allows building the Galactic Navigators Guild. None of these can be built after researching the tech, at least for user created race that is not the Arceans.

8 Replies 15,108 Views

[quote who="KarlEngler" reply="11" id="3884954"] 7. can we please have a command or something to turn off the annoying background universe effect. It is sometimes so bright I can’t determine what’s going on. Yes, you’re proud of it, get over it and let the customer turn it off! [/quote] Have you tried turning down the Nebula Opacity setting?

13 Replies 20,118 Views

The very first GC, Galactic Civilizations for OS/2, had terror stars. Like GC2, they would destroy a star and the entire planetary system. They were very expensive to build and moved very slowly. The only time I can remember actually needing to use one was in a game where the Yor had a system that was fortified so much that nothing I could could throw at it would kill its defending ships. The only way I could finish them off was to destroy the star.

12 Replies 55,500 Views

Test Edition is where new features and bug fixes go while they are still being tested. If you want to help with the testing install that. If you want something more stable, install the regular edition. Edit: I believe that they are currently the same, since 1.12 was just moved to the regular edition.

1 Replies 13,390 Views

I've not yet played as a race with the PromethionBorn ability. What is "don't heal normally" supposed to mean? Not heal at all? Not heal unless parked at a starbase or planet? If it's just that they don't heal by themselves, why shouldn't caretaker ships heal them?

3 Replies 6,771 Views

I just had a colonization event on a Precursor Prison planet where one of the choices offered +3 population capacity on all of our worlds. It didn't work. No change in population capacity on any of my core worlds. This is probably not a new bug, but since I'm currently on the 1.12 opt-in I thought I'd report it here.

11 Replies 15,251 Views

[quote who="Publius of NV" reply="8" id="3881419"] I'm not seeing any difference. I did a verify files to try to force an update. Should the version number have changed? I'm seeing version 1.12.369210. [/quote] I take it back. I'm now seeing the correct notifications that, for instance, a treaty has expired. But the starbase name as in my screenshot a few posts up is still messed up.

11 Replies 15,251 Views