No the AI does not make Commonwealths, its a Player only feature, as stated by the great Frogboy himself.
Horemvore
[quote who="Franton" reply="17" id="3757403"] at the very least the names used in the XML should be consistently named, corresponding to the UI naming. [/quote] They have renamed so many improvements with the UI (Not just improvements tbh tech and a few other bits too), but not in the code. It has to do with the famous "backwards compatability" according to a dev or 2 (if you look hard enough there are the odd comments in the code regarding this)
Artifacts, after the initial "cool new stuff" wears off, you realise they kill the game, some are so OP they act like I win buttons, others you just do not see the point of, all this would not be so bad if they were not so abundant, if you get a 1 for every 3 planets your having a bad day. The dumbing of the Tech tree is a 50/50, I can see why it was done, I also understand why other changes were made to it, alas some of the links and progressions simple make no sense. Feels half hearted tbh
[quote who="Dearmad" reply="9" id="3756665"] Well if there's a way to mod it, please tell me the file. I think I want to test out how it plays if about half or so of the citz stay and half go back to original owner. [/quote] GC3GlobalDefs.xml - Will be in you newest expansion folder. AbilityDefs.xml - If you want to tie it into an ability or abilities.
[quote who="tetleytea" reply="6" id="3756562"] I'd say the game design reason is simple: it was easier to code. They didn't want to spend time on it. [/quote] No, simply no. The code to recall or kill citizens is there if they chose to use it, they did not. The time was already spent. OnPlanetTileOwnerChangeToSelf <br
Yeah thanks for taking this shit else where. This complete disregard for Thread Ttitles and respect of others is why I bloody left the Discord channel.
Thats not an Artifact thing though, specific to the broken Tourism.
None of this Tourism and Improvement stuff has anything what so ever to my OT, take it else where. Artifact Feedback thread, its in the title.
We are the Borg, resistance is futile. Borg and or Federation :) (You said mods included)
@ tetley - You using outdated mods? PoC is 1 per player in the xml (Crusade and Upwards as of 3.5/3.6). PortofCall PortofCall_Name PortofCall_ShortDec PortofCall_Dec</Description
[quote who="tetleytea" reply="11" id="3755595"] Couldn't low-class planets have some Durantium mines? Just like thulium mines. [/quote] Here you go.
Admin's? Citizen's? What have these got to do with Colony Capital upgrades? None of the upgrades provide either. I think you got confused.
I am not saying something is not amiss, just not sure what it is tbh. When an Administrator is in the leader pool it gives this:- Administrator AdministrationAwarded <Ta
Probably due to both been OP that they did not require the buff.
You get 1 admin while an Administrator is in your pool, when you promote said admin you lose 1 and gain 5, so in effect it only goes up by 4, but you gain 5 due to the -1.
Oh, you can use it on Enemy ships...enlightning.
[quote who="Old-Spider" reply="4" id="3755473"] I have never received a colony ship on turn 20 out of nowhere. When I get one it usually comes from an event, which you aren't having. The other way is when I build Tyron's Destiny. It gives a colony ship with a population of 5, but it is right next to the planet where it is built, and there is no notification that it happened. It just appears. Are you somehow managing to build it on your homeworld on turn 20 every game? [/quote]
Seems this is hardcoded too, GRR, or in some obscure xml location. @Devs - Either remove this or give us the optin to edit it out ffs. Built in cheats do not go in your favour, and yes it a cheat, its free with no reason given (Not linked to Ability, Trait, Event, Improvement or Ideology), just appears out of thin air. #extremelyanoyed Edit: This now also raises the question if one thing can just appear out of nowhere, how many other's are there that the player does no
Hmm, free stuff for no apparent reason, do not like that tbh (Cheesey as fk), and it defeats the object of nerfing starting population/growth in the first place.
Anyone else notice this? It is not from an event, it just appears with a population of 5 right next to your homeworld.
Nope, not text (xml) files, they actually all work in the mod folder. Assets like Art (Pallets, Spalsh Screens, Start up Screen, Main Menus backround etc), Movies, Sound etc etc, all require the files to be installed in the games main installation folders. Having them in your mod folder, in the relevant subfolders does not work.
Entertainmanet Center is located on the Cultural branch of the tech tree, not the Entertainment branch. (Retribution) If, as a player, I go down the Entertainment branch, I get to unlock all these cool fancy approval buildings that I CAN NOT use untill I open up the Cultural branch, because thats where the first approval building is located....grr. To top this off, the first Cultural building (Consulate) is in the Government branch of the tech tree....more grrr. I know the nam
If you want a balanced and fair game, you are going to have to, 1) Mod it yourself or 2) find a mod that does what you want. Sad but true. (Not that this is modable btw, require access to UI code and Hardcode) And no, I never suffer with resource issues, I use tweaked, pre Crusade Map Setup values so everything is pretty decently balanced. We all know balance does not factor into GC3 from Crusade onwards, atleast not atm, maybe SD will do a Balance/QoL in the future, just not the near