Toaddog, to answer your questions: 1) The autopilot does run at the end of your turn, not the beginning. If you're actually exploring this can be problematic, depending on your style; I tend to explore with the faster scouts and then follow up with survey ships, and just autopilot between the anomalies. 2) The bonuses granted from anomalies are shown in the Stats section of your Domestic Policy view (brought up with F4). There's a lot of great info in there, so it is worth chec
Pyrkaige
I've run into a rather major bug with this build, in that an allied race just up and attacked me for no apparent reason. Here's what happened: Back story: I've been allied with the Torians for a while, who are also allied with the Altarians. The Altarians have been moving from Friendly to Wary with me over the last 20 turns or so, despite the fact that I'm doing massive trading with them. (As an aside, I believe the Altarians were still Friendly when I saved the game last night, and whe
This build definitely makes some changes. In the game I'm running right now, there are a few big wars between the AI players, but the ones that dislike me haven't forced me into war at the drop of a hat, as I would have expected them to. (They could if they wanted to, since the game is going poorly overall.) So, that part seems to be working for the better. As far as diplomacy goes, the largest change in this particular build seems to be an odd bug with the minor races. About half of th
> How about this: > > New technology: Stellar Vision. > When researched, players can see ships and starbases > on the mini map. > It would be expensive to get but at least then you > can see everything. But the AI would be able to use > it too which means it really would see where things > are if it got it. That would be an interesting, if quite powerful tech to fix the issue. I would have to agree with MojoJojoUK about this, though. The bigger problem/bug