*** RELEASED 6/5/2018 ***
Balance
Fixed
UI
Hmm.... I did try a save game to see if that was were it was breaking and I wasn't able to repro.There may be something with losing a planet? I'll check the code, but I'm not seeing anything yet.It does look like that you could build more than one player wonder if you:
Is that what's happening?
You are right about building more than one wonder after loosing the first one. See this post for some details.
However, it is possible to build more that one Import Export Center without this happening. I think it has something to do with other races loosing it. I'm not sure if it applies to the other wonders. I submitted some information on Discord on April 18 that seems to have been missed. I included a zip file with a save and detailed information about what I saw and what I did. What I did was not part of a normal game, but I think it may show where the problem is. You can get the file here.
Not for me, no. I didn't lose any planets yet, I could build the second Import Export Center right after building the first one only a couple of turns into the game.
In the meantime I can build a third Import Export center. I don't know when exactly that showed up but I assume it had something to do with conquering the homeworld of another civ (on which the building didn't exist), the only planet I conquered so far in my current game.
I don't play with mods, it's my first Intrigue game and I wanted the "pure" experience
Would a save of my current game help?
Edit: I lost a planet by cultural influence to the Snathi, but that was much later than the point where I was able to build the second Import Export Center.
I play with a bunch of Steam Workshop races, don't know whether that has something to do with it. But would a savegame by playable for you if you don't have my races?
....It does look like that you could build more than one player wonder if you:
I built the import/export wonder and Research Core on my homeworld and have never lost my homeworld nor been invaded, yet I have been able to build the import/export wonder two additional times on other planets and the computer core once more. I have not conquered another Major Civs' Homeworld, but I have taken a minor or two.
(v3.02 Crusade)
Definitely not. I am 100% sure that I can sometimes build a second Import/Export Center before gaining or losing any planet from/to the AI.
To reproduce and debug this, I assume you guys need a savegame where an additional player wonder suddenly becomes buildable after hitting end turn. I will check my saves and keep an eye out for that in the future.
I've been able to build two or three import/export centers. I usually notice this after i capture a planet that already has one, usually a civ capital.
This is not the case with just Import/Export Centers.
In my experience, if you capture any colony with a pre-existing player unique improvement that you can also build, you can actually destroy it (if it is destructible), and it will appear in the action list for all colonies as if you have never built one yourself.
I have two Technological Capitals on my home world in my current game. lol
This is not the case with just Import/Export Centers. In my experience, if you capture any colony with a pre-existing player unique improvement that you can also build, you can actually destroy it (if it is destructible), and it will appear in the action list for all colonies as if you have never built one yourself. I have two Technological Capitals on my home world in my current game. lol
But that's not the only way how you become able to build player-unique buildings more than once. As I said in my game I conquered only one planet, and although it was the capital of another race it had no Import Export Center on it, and I was able to build two even before I conquered that world. Presumably after conquering it I could in fact build three.
I am seeing Import/Export becoming available to build again like others have stated its not long after building it. This bug or a very very similar one was around last year, I know pshaw looked into it and it did get fixed. Maybe it resurfaced due to the new wonders? One of the old threads about it is here https://forums.galciv3.com/477874/page/1/#3669567
My pet unproven theory is it is related to the number of capitals you have in your empire ( including capitals of non major civs)
Biggest issue with game, at least in my opinion, is still in place. Hard lock on map sizes. Game still sitting on shelf.
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. If I destroy one, I can rebuild it (but only if I'm not currently queuing another one). If I destroy 2, I can only rebuild one - the limitation seems to apply to no more than one being built by a civ at a time, but once that one is rebuilt, I can destroy and rebuild another.
Hope that helps.
Is the Extreme Colonization / Barren worlds issue fixed yet? In my last game I traded for Extreme Colonization, and was unable to colonize Barren, Frozen OR Aquatic worlds.
deleted
I'll try to help with this
1. Legions: This was stated as intentional, once you have destroyed the enemy's fleets, the war is, for all intents over, giving each planet a legion just prolongs the inevitable.
2. Promoting a worker: Did the improvement finish on the next turn? I've had that happen to me before, where the UI doesn't update, but the project still finishes on the next turn.
3. Promoting scientists: It IS powerful and I agree the AI should use it as well.
4. Getting N/A for research turns: I believe that the number is based on the research points you made last turn, but that number is apparently not saved with the rest of your game. I often get a different number then the correct one on smaller maps when I have picked up a large number of anomalies on the previous turn.
5. Promethion and Silicon life: Probably a balance issue when they only need one resource to grow.
Maybe Derek has some official answers?
thanks for all the great answers. always interested in improving my play and knowledge. Any advanced tips are welcome.
Does the computer AI ever build carriers ?? I have never seen one yet. Perhaps I should consider not building them as they seem OP. Especially with healing ships.
I also noticed on Iconia the YOR built farms. is this an oversite?
*** What is most powerful opponent you can make (abilities) or play against ? Some simply are weak like the Torians. I have GRM mod so I can use those races too. I am just not certain as to the best possible opponent.
Also the races sometimes build huge missile defense ignoring the fact most of their enemies use Mass Drivers.
I'm unable to reproduce this, is anyone else seeing this?
I have a save with the option to build more than one Import/Export center, but am not sure how to send it to you.
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