I've noticed this as well
AdamMG
there is also an ideology pick (using GRM, do not recall if it is also in standard) which makes a civ's planets immune to flipping. This could also be the case.
it is resistance, not approval, which blocks flipping. Yor planets can be flipped.
The market acts properly for me. I tested a few times just to make sure.
Xeno Anthropology (and upgrades) still have undervalued influence (0.1)
The AI's seem to think it is a resource, so constantly build around the Bazaar. There is no benefit unless you want to buy one of the bases from them and deck it out.
Ha, I use the "secret method" all the time. Until it is fixed (maybe it takes N turns to change capital planets) I will consider it cheesy and very useful.
I have come to believe that it does give some small amount of research. If you get it early game, it actually might complete a tech. But that does not scale as research costs inflate, so the 50 points (or whatever it does) barely impacts the tech you are researching.
If you go to your home planet screen, and use the left arrow, it will show the last planet you colonized. If you just got Brindle's, the last colonized planet will be that one. Note its name, and then locate it on the planet list to get the map to center on it. Kind of a pain, but it does work.
I once had 3 Central Banks by turn 20 or so. Ended up placing my econ capital adjacent to all of them. I suspect it has something to do with an AI building and canceling, or destroying, said wonder. 1/Civ, if 1 civ fumbles it is up for grabs? edit: for further clarification on this issue, I have gone through games where I'll take over several Minor Civs all at once. Sometimes I'll have 4 extra Computer Cores within a couple turns. I
The Iridium Center chain also has a low bonus for influence ( 0.1 )
unless the defense has guardian drones, supposedly.
To point out, one bug that actually was game-breaking for some, was fixed very quickly and is in the 3.02 opt-in (AI range bug). I guess I'd like to see the weapon graphic bug addressed, but it does not change the actual game-play at all. (edited for version typo)
ah yes, I've seen the negative D as well, building both legions and synthetic pop, though not a big deal for D as it will replenish food is not a resource like D or the others though - it is static and global and only needed to BUILD a city, not maintain it. I don't mind negative food not having a penalty, I do agree that it would be a cool addition. think of it like this ... cities are always self-sustaining when built. The population buil
Regarding economy .. they do have a rather cheap planet project (strip mine), and the ( +25% + 0.3 raw per level ) per-planet buildings ... not to mention Tourism playing such a large role now .. I do not see it as an issue
In my opinion, Synthetic races are better than ever before. I play Intrigue, with all DLC. In the version I play, there is only one tech to increase population, early on and cheap, so long as you have D and P. Mining those is crucial to the success of a Synthetic race, and while pop is "capped" at planet class, using colony ships to overpopulate does not result in negative population growth. They are stronger now than ever.
Frogboy, for the record, the bug I was concerned about is apparently fixed in 3.02 (about to test now) thank you for your attention and a great game
I agree that negative food having consequences could be a lot of fun, and a great challenge. But for all those complaining, there actually is a consequence. You are not allowed to build another city until you have +4. If you are -6, that means you need 10 food before the class 20 planet you just took over, with a pop of 4, can be built up.
While some complaints are design decisions (negative food for example, which does not bother me so much as it could be made better) others are actual bugs.
I'm glad to hear the range bug getting a fix. There are other old bugs, but that was the real game-breaking one for me. (edit) now maybe I can play a xenophobe who doesn't explore past a realistic boundary, and not meet every civ on the map by turn 100
This is just an intensive game. I played with 4G ram for a long time before getting a new computer (for other reasons than just this game) and I understand the frustration, but the limitations are there because (and only because) you don't have enough resources for a larger galaxy. I feel your pain.
the game is very playable on smaller maps with computers with less RAM. The game was designed to also take advantage of computers with more resources. don't hate on the designers for designing for us too.
regarding a galactic bank - I like the idea. GC2 (I think) had loans you could take out to pay off expensive projects, pay off in full, or pay more over N number of turns against income, with 3-4 different brokers? I could see that working out. regarding negative food - there should be a penalty. Perhaps each planet loses N% pop cap for every -1 to food, this could cause starvation on higher-developed planets. Perhaps an overcrowding happiness pe
as well, legions built on a planet still go into the global pool, they are not stationed on the planet unless you actively garrison them there.