Why is it some times (not always), when a civilization is wiped out (zero colonies, zero population), their ships, starbases, shipyards (which continue to build ships), asteroids, still exist and they still continue showing up in the diplomacy tab?
Furthermore, notifications still pop up indicating that a dead civilization is changing their government (even civilizations that really are dead and have been for many dozens of turns).
I have two save files, one from version 4.0 and another from 4.0.1
https://www.dropbox.com/s/wjzpycp167fd7cz/Iridium%20why%20are%20Yor%20Still%20Alive.GC3Crusade?dl=0
https://www.dropbox.com/s/r0mka92fup0ypv1/Terran%20Resistance%20Why%20r%20Krynn%20Still%20Alive.GC3Crusade?dl=0
p.s. I have verified/validated files via steam before playing each game.
I believe that as long as a civilization has a colony ship they are considered "alive". This has happened to me on a couple occasions where a civ I thought I had defeated had a colony ship in a corner of the map and until I found it and destroyed it, they kept showing up in the diplomacy screen.
it is indeed from colony ships, they do count as population, and I come across this quite often. Sometimes I'll wait for them to beg for peace, turn it down, and then offer them peace and all my tech for all their left over colony ships, and as many starbases/resources as they will give. Once they have no colony ships, they have no population and are truly gone. I consider it the spoils of war.
Ah, thanks a lot! That indeed seems to be the reason; after offering peace and a bunch of techs in exchange for their 1 colony ship, they are now gone.
I suppose it makes sense to let them survive with just a colony ship, to give the civilization a long shot at coming back; it would be nice if GNN news maybe made an announcement that "Civilization X is fleeing for their lives in their last colony ship" or something to that effect.
Hi,
Does a transport also keep a civilisation alive or is it only colony ships?
Cheers,
Jon
Not certain if transports act the same way. They do allow for the same "long shot come back" as colony ships, but do not count as population. I'll have to test to know for sure.
Don't forget that there is a delay between being informed that X has destroyed Y, and Y be really out of the game.
The labels on your left tells you the information before a civilization is actually destroyed, can not be contacted, and is removed from display: if you pay attention to the messages (red labels), and see that a civ is destroyed, go right away to the diplomacy screen, and you will see this "destroyed" civ still present.
Hopefully you can engage in a trade - if you have not done so before -. It is time for a maximum of trades with them, as, as soon as the turn is finished and GNN gives the news, they won't be visible in any screen.
BUT,
they are NOT removed from your saved game. If you had treaties with them (ex. open), when the treaty expires after 50 turns, you will still receive a warning in the left labels (yellow I think)...
Treaties, and some other gameplay data still remains. This is also why you cannot create twice a civ, by instance: a commonwealth civ, destroyed, and recreated later. You cannot use the same logo/data.
It can be annoying as, if you make an exploration treaty with a civ and it is destroyed next turn, you have to wait 49 turns before being able to do another treaty ! (limit is 1)
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