Hello,
We are working on a community-focused update based on your requests. The following is a preview of some of the changes we have in store.
Some key community reported issues we've addressed:
Please read below for all of the changes:
Gameplay
UI
Bugs
Mod fixes
Retribution
Ok, so you both are on the opt-in an are seeing this issue then? If so, could you:
When you do, we will take a look and thanks for the report.----------------Sean DrohanStardock Customer Service Manager
I'm not sure how QA could miss it.
A check of the master tech tree for 3.6 shows the problem readily.
Planetary Improvement has two possible branches (XenoAdaption or PlanetaryEnhancement). The non-synthetic branch goes XenoAdaption ==>Environmental Engineering ==>ExtremeWorldColonization ==> ColonialEngineering. The synthetic branch goes PlanetaryEnhancement ==>ColonialEngineering.
I find the tourism thing hilarious.
Emperor Silicon Race: ‘We built the hotels and groomed the beaches. Millions of credits invested, but nobody wants to visit!’
Minister of Tourism: ‘Maybe our guests dont enjoy the crusty lava flow beaches and accompanying tar pools?’
Just want to add a quick bump to P-DEXTER request at the top of the thread. A “don’t include in random” option would be great.
As much as I do like the Star control Aliens (would love to see more BTW) I would still like to setup a game with random opponents just from the Gal Civ cast.
Frogboy mentioned that the Aid Research was nerfed to only occur on the planet on which the Tech Capital was built. It is intentional, not a bug.
Then by the same logic he should nerf Aid Economy to only occur on the Financial Capital planet. I don't understand what he thought he was trying to fix.
Didn't see this on the fix list. It was reported in Discord Bug Reports:
Prometheus Stones were removed from the game quite some time ago. You can only mine Promethion. It is currently impossible to recharge Kiln of Worlds.
We have this fixed internally but it didn't make it in time for the patch. We'll push this out soon.
You guys are awsome. This iteration of the game is really good!
IIRC, he mentioned that the point was to shift mid-late game planetary projects to income instead of research (pretty sure this was in one of the Retribution Journal entries), and he bumped the bonus for the Aid Research project up. This actually doesn't bother me.
It would be logically consistent if Aid Economy was shifted to require the Financial Capital improvement, but I'm not sure what "idle" planets would do in the mid-late game. Perhaps there should be a Ship Building project (military production) unlocked by the Shipyard improvement to convert social to military?
Such a thing already existed before, can't remember when it was removed. Sometime around Crusade maybe?
I'm trying to remember that but can't... and I'm not necessarily advocating for a military project, but I'm not necessarily 100% sure about switching to Aid Economy almost exclusively, either.
It's literally in every game, go change your race to synthetic.............................
I am playing with the grm mod and i have modded the ship parts and mission rewards as well as the globaldefs file to add more points
Whether it's a custom race or stock, it's not their....
Also, Because neither the synthetic or the silicone races have access to XenoBiology Means that Xylology mission from the shipyards can't be used for the resource gather mission
I assume you are talking about the synthetic's inability to colonize extreme worlds because of Extreme Colonization tech missing from their tech tree.
I tried with mods, without mods, with my custom synthetic race, with the Yor and the result is the exactly the same. The master tech file shows exactly why. I am losing confidence in Stardock to be honest. The state of Retribution at release was awful. I'm willing to stick it out for the long haul, but the more casual player will probably move on.
Brad, you seriously need to review your QA team. They have made an otherwise great expansion less than it deserves to be.
I think I found another bug, where I think the ”Xeno economics” research should be there is nothing it seems like there is a hole in the tech tree and unless I’m just stupid it seems as synthetic life are unable to use information oligarchy unless this is by design. This is the third government I use on my progression path.
Also im ignorant of coding / programming / game design but if the governments colony limits were based off of total number of habitable planets I feel it would allow a smoother transition during the growth phase and not pigeonhole you into certain government types in larger maps sizes.
I am having fun playing the newest expansion glad synthetic life is back to being mostly fixed. +1 to no extreme colonization and an inability for synthetic life to colonize aquatic, corrosive or frozen worlds.
I feel like the resources on the maps are a lot lower than before coupled with the hammer taken to tourism has slowed me down considerably I use to just bulldoze my way to the top. I turned down the game from genius to normal while I get a feel for it but I wonder if I will be capable of zerging the game in the later stages it may force me to play the entire game instead of spending the last 100 turns yelling about not having enough legions to finish the AI before giving up the dream of a conquest victory and finishing another way.
i mean my murderous machines just tend to get impatient.
Thank you for reading
In the meantime, you can take it as a trait on your custom race. Just mod in an extra ability point since it's easy to do.
I believe you can also trade for it.
edit: for the extreme colonization
I’ve never modded this game and I’m not sure how to do that although that would fix this.
Even doing this wouldn’t fix my ability to colonize corrosive worlds
Sorry for the problem, I can see what the problem is now, but I am still trying to figure out the best way to fix it. But we should be able to have it fixed in the next patch.
No worries I’ll wait for my “friends” to colonize them and then acquire them.
Also are consulates suppose to generate tourism income? I went from 117 a turn to 2922
Appears to only happen when the consulate is touching something else that has tourism income. Doesnt happen on a world without tourism. And doesn’t happen on a world with tourism unless the consulate is touching something that has tourism income.
The recent patch notes mention “Fixed custom ship style sets having the wrong strategic icons”.
I’m not sure if this is related but I’d like to highlight this issue in the ship designer.
Further details here:
https://forums.galciv3.com/492877/page/1/#3743923
A friend and I just bought Retribution this morning and added it to our existing installation (base GC3 + Mercs + Snathi + Crusade + Terrans + Precursor + Mega Events + Treasures + Altarian + Intrique + Star Control and now plus Retribution). Our first two attempts to start a new MP game (local lan) crashed. We're uninstalling and reinstalling now. Is there anything in the earlier DLC's that could be causing the problem?
Thanks,
pat----
Two thumbs up!
Technically, you don't have to have tourism researched, just do anything that gives a consulate a level bonus, like building 2 of them next to each other.
I'm thinking that they meant to add just 0.2% (1/5 of the value if you built a port of call or Import export center) not a full 2% (twice the value of the actual tourism improvement).
I've modded it locally run with the .2% (value of .002) and that seems to be more reasonable. Working hard at stacking influence bonuses, I've got a consulate to 1.6% tourism, which doesn't feel OP.
I like the concept, I just think someone typoed it. The current default means that income from tourism far outweighs everything else.
.2 seems fair. It is much more difficult to raise cash these days.
I noticed the consulate thing as well. Just build two of them next to each other and it's a ton of money.
Not sure if this is a bug or a new "feature" but hovering my mouse over an anomaly no longer shows any information about what type of anomaly it is, nothing is shown at all now.
EDIT: Not sure what was happening but after restarting the game after posting here it restored the function... All seems to be good again. [e digicons]igichet:[/e]
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