How To Handle Space Bugs
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065 Patchnotes
why when I drag the leader to the planet nothing happens ?? it is impossible to appoint a governor and yes this is not a joke started a new game three times and still the same bug
Yeah the drone thing is a little buggy for me as well. I normally have to click accept to spend drones on the research several times for it to register.
On the dragging a leader to a planet question above - this screen is very buggy at the moment.
I am having to check the colony list regularly to find colonies I want to manage, and assign leaders to the planets directly on the map.
SSStreetfigher, I assume you are replying to the "population growing too fast" issue. Seems the problem isn't that the pop is growing too fast. Rather it is that we run out of planets. I can't find planets to colonize now, and my planets are full of population. But Earth isn't. I have about 12 pop, with a max of 23 and it takes 33 turns to gain one pop on Earth. Similar issues on my other early core worlds.
On my current game, by the time I explored my first new sector, the Torians had colonized most (damn near all) of the planets. I got a few planets from a diplomat with the "planets more likely to defect to you" trait. But that doesn't let me colonize any so it doesn't help me get colonization dialogs to get ideology points. Same with the subsequent expansion by culture.
Every sector I've gotten to in this game is already nearly completely colonized--just a few planets left that give hardly any of the 5 resources/traits (mfg, research, food, money, influence.) In fact, I've found a couple that were "0" for all of them, but was still colonizable!
Now in my home sector, the darn Minots were there and took over half of it. Recently one of their planets flipped to me as a core world, and I definitely didn't have that "planet defector diplomat" with them, So i don't know why, but they are eating up all my food and I don't know how to get rid of them. But the planet has Precursor Nanites, which I need VERY badly. So i don't know what to do,. I sent one pop out on a contructor.
Would it be possible to make Chimeric Biomass and all the terraforming techs give charges to a single terraforming action/building on a planet?
Very frequently I'm able to terraform, say, three tiles with the first terraforming tech but subesquent techs don't necessarily select the same tiles which makes planning impossible and is super frustrating since so much of the bonuses come from adjacency. If they insted just gave a charge to a single terraforming building or action and allowed any empty hex to be terraformed, you could freely design your planets up to the charges allowed. It would also fix the Chimeric Biomass bug where it sometimes selects tiles that aren't empty.
Speaking of artifacts, since they moved to the button bar, there is no obvious clue when you have a new one. Can they have a number much like the other buttons?
After re-reading your post my guess is you try something that is not necessary and not intended by design. Am I right that you try to remove the approval malus that appears at a certain pop-number? My advise would be that you try to do not. You may think about it in this way: you got a lot of people on your planet and your job is to keep them happy. I gave some hints about approval management in my last post.
I'm pretty sure someone mentioned this, but it's really annoying that the "Executive Orders" tab doesn't show the status of all orders. It should show us why we can't choose the ones not available so we can work towards getting them if we think they're an effective strategy.
Agreed! Simplifying the UI is one thing, but this trend towards completely removing useful information really doesn't look like a positive design direction to me.
That sound rough Coggy. In V.6 when I colonized the planets that said they produce 0 the numbers changed when I colonized them. I have not found any 0 all around planets in V.65 but you might want to try colonizing them to see if that is still the case.
you are right Commander4X. I acquired so many approval relics by the time I posted my critic about over population that even at the time I made the post the approval on my most overpopulated planet was 250% and my civilization's average approval was about 350%. So it might not be that big of a bug and maybe I am a little OCD. I feel bad leaving people in an overcrowded situation, but it is not like they are real.
I'm getting a lot of crashes, more than in past iterations.
Try smaller maps ckhenson
I can get free culture points, and not from minor civs. Hopefully the below links, it has a better description, if not the URL is also belowhttps://forums.galciv4.com/508980/free-ideology-sometimesFull Post
- An advisor says it would be a good idea to make a core world but that colonie has only 4% decay- If you have a very loyal governor, there are events giving you credits and control. I think those events happen too often. Your other decisions to generate more control begin to feel unimportant
This happened to me too. The problem was a confirmation pop-up. I think it was asking if I wanted to spend drones to do the research. I forget how I was able to get around it. Perhaps, pick a different tech that did not require drones. After I was able to close the tech window, I saw over a dozen pop-ups to confirm the drones.
If you do not have the Drones, i.e. you have not built enough of them yet, then you can not expend them to enable/unlock the project, and you have to chose a different Tech Project.Once you have enough Drones built (some projects require multiple Drones, I think that I have seen one requiring 5 Drones, I have done Asteroid Factories which requires 2 Drones), then you can tell it yes to expend and unlock the project, or no and you have to do a different project. I have not had any problems doing this .
It is not the number of drones, I had over 20. It is that the confirmation pop-up is behind the technology window so you can't confirm your selection.
Save game choose a tech then take care of the hidden pop-ups then go back to tech and see if you can choose the one you want if not load the save.
I won an Ascension Victory in a game I started in version 0.65.261761. I had no idea I was about to win. I had a save at week 500 just before the victory, so I loaded it to see what was happening and found a lot of problems. • Ascension Crystals were not displayed on the top resource bar. • The Prestige tool tip shows 46 ascension points. • The tool tip that appears on an ascension crystal showed I had 3 crystals (correct) and 15 ascension per turn. That is for one crystal, which would give 45 per turn. • The victory status screen is terrible. See next comment for more information.I also checked the other races and found they were hating me because I was “pursuing an Ascension Victory”, so they knew what was happening when I didn’t.The save is available here.
This is the report on the victory status screen mentioned in my previous comment.
I have Prestige victory turned off. All others are on. This screen only shows Conquest, Cultural, and Prestige victory status. The Conquest victory status makes no sense. It shows 79%, but everybody is still in the game. I certainly haven’t conquered anybody.
The Prestige victory status is terrible. Variables are showing in 3 places. There is missing civilization information in one place. Civilizations should be Civilization’s.The save is the same one in my previous comment.
Why is there a Go To icon in these boxes?
There seems to be one in all similar boxes.
cantena should be cantina.
The Adaptable choice in the Diversity ideology claims it gives 2 extra tiles.
It actually gives 1 or 2. They sometimes appear in bad places.
An ideology option that has already been selected needs to be more obvious in some circumstances, or maybe it’s just my eyes that think so.How many are already selected?
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