That bug was there at the very beginning of the game and eventually got fixed. But I noticed there's still an exploit left open.
See ticket #ISZ-865-90245
Create a shipyard sponsored by 5 planets.
If you colonize another existing planet in the same system as your shipyard, it won't be added to the shipyard sponsors, as it should be.However, if you use an artifact like Klin of Worlds to create a new class 5 planet, then colonize it, that new colony will be added as 6th, 7th, 8th... sponsor to your shipyard.
I haven't played far enough in Benevolent ideology to see if it does the same thing when you get a new class 10 or 16 planet in your home system, but I suspect it is a possibility that could need to be investigated. If anyone here is playing with that line of benevolent ideology and could test it, please report here for the devs to see.Yes, I know, it's a voluntary exploit, I don't have to do it, so it's a minor bug it doesn't break the gameplay, but it would still be nice if that exploit were fixed. I suppose some people still play this game in MP and it could unbalance things a little for them.Thanks.
You don't have to use an Artifact to accomplish this.
I've had up to seven this way, although, one could probably have more on a dense map.
I currently have a shipyard sponsored by 22 planets that I made for funsies. If you're playing a vigilant faction, like the Arceans, there's arguably no such thing as too many stellar forges juicing the same shipyard. It costs 3 promethion to use the Kiln of Worlds (if you're out of habitable planets in practical range), an administrator to colonize the resulting world, and 1 xanthium to build the stellar forge. If you're willing to use time and resources to plan it out, you gain the ability to easily do expensive large hulls with absurd HP bonuses in 1 turn. To the point where if you've got spare durantium, those Arcean +15 base HP hull mods start to look compelling, when base HP is then boosted by +100% or more due to forges, perhaps also a commander, etc. I haven't built a stellar forge on each planet yet, but right now each +15 HP mod is contributing +34 due to the bonuses from over 10 stellar forges. Once I'm fully set, some +HP mods on a huge hull produced at this shipyard will easily be over 1,000 HP. And let's not forget those class 5 worlds created by the Kiln are not otherwise useless, they can spawn artifacts and special resources, and even contribute decent construction with a little planning.
Fascinating...With Kiln of Worlds, do you get to choose the planet?
How close does it have to be to your Shipyard to be auto-added as a sponsor? How did you manage to find a planet with that many dead worlds within range?
You've gotten me excited about trying this out -) Sounds like a lot of fun.
I thought this part was fixed a while ago. I remember re-testing it and it was fixed at this point. The use of artifact is new to me.
Yes, any dead planet (class 0) will do, anywhere on the map you can see, even in enemy territory if you want to.
a) Same solar system
Your options at the beginning of the game. If you choose lot of planets with few habitable planets or something like that, I guess?
It very well could have been fixed. I haven't tried it in so long, I don't really know.
I had never heard of the Artifact approach either.
Thanks, Falkoner. I still can't imagine 22 planets servicing a single shipyard. That sounds incredible to me...
I will have to try those settings and see what happens.
I'm using the fully patched Steam version, all DLC, no mods. It's definitely possible. Arceans are able to make ships with gobs of hitpoints this way as has already been mentioned, but if you're willing to make a custom race with the Starfaring and Vigilant abilities, there is a bug by which you can duplicate player wonders, notably hyperion improvements. Simply give the planet containing any player wonder(s) away via diplomacy, and you're allowed to build an additional copy of each player wonder on that planet. Culture flip the planet back, give it away again, and you can build yet another copy. Repeat as often as you'd like, and you could be pumping a single shipyard with as many hyperion improvements as you care to take the time to duplicate. Multiple hyperion logistics systems sponsoring the same shipyard stack can create ships with negative logistics, which increase available logistics when they join a fleet.
I will point out that once custom civilizations are in play, if this were a multiplayer game with human opponents, I'd be way more afraid of an optimized xenophobic race than some race optimizing shipbuilding as described above.
This has happened to me many times (including on the most recent build). I generally reduce the sponsoring planets to 5, as intended, when it happens.
Another voluntary exploit has to do with trading techs to Synthetic and Silicon civs. They cannot research certain (biological) techs, but will trade for them. But, since they cannot research them, they will still show up as tradeable to them, even if they've already been traded. So long as they are not the only civ you can trade with, cycling back to them while still in the trade screen allows one to trade bio techs over and over and over again, on the same turn, for whatever you want. Starbases, resources, techs, etc.
I really wish that they would plug these holes.
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