Comments on 1.04.59 Bug Reports (ie. Unexpected Features Explained)
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Stardock Forums
I just reviewed the bug reports down to #69 on http://www.galciv.com/forum.asp?BID=GF&id=64674 and wanted to consolidate a list of things which are currently 'features' of the game.
(a) You can give a starbase an auto-pilot path - Yup. And when it becomes a deathstar, it will go there.
(b) When you conquer a planet, you can complete the item they were producing, even if you don't the prereqs (ie. a wonder), and even keep building em (ie. a ship). Yep - the engineers won't tell your scientists how they are doing it, but they keep right on working to the construction plans.
(c) Tribute is not ended by war or even by AI extinction. Yep - the Galactic Bank keeps making the payments.
(d) Can't build a capital project on another planet after building it and 'cancelling' it on the first planet. Yep - you can only build it once. (But see item b.)
(e) Research label "2 months to go" etc is not reliable. Yep. I think there is some randomizing based on your creativity/luck, although no one has confirmed it. Also note that trade income (in particular) can fluctuate widely between turns, which can have this effect too.
(f) How the AI values trade goods, ships and techs seem out-of-whack. Yep - thse alien value systems aren't intuitive to us Terrans. (And keep being re-tuned, so keep submitting examples that seem silly.)
(g) After conquering an AI planet with a trade good, I don't get the benefit, nor can I trade it. That's my understanding too. But there are rumors that in this version the AI do get these benefits - can anyone confirm?
(h) The lock icon is missing from the economic screen. Yep - it was prematurely leaked. Coming back in the expansion pack, I think.
(i) If a ship is in the same square as a mini freighter, you can't click on it to activate the ship/take it out of autopilot. True. You can activate the ship from the Ships List. Note however, that if an enemy ship is in the same square as a neutral freighter, you have to declare war on the neutral to shoot the enemy ship!
(j) Minor civilizations seem too clever at low levels of difficulty. Yep - minor in name, not in intellect. (They have enough handicaps with not being able to expand outside their starting sector IMHO.)
(k) I can't keep my popularity up. Hehe. Learn about morale - lots of posts on this, and sections in the new manual.
(l) My economy sinks down a hole. Hehe. Learn about the economy - lots of posts on this, and sections in the new manual.
(a) You can give a starbase an auto-pilot path - Yup. And when it becomes a deathstar, it will go there.
(b) When you conquer a planet, you can complete the item they were producing, even if you don't the prereqs (ie. a wonder), and even keep building em (ie. a ship). Yep - the engineers won't tell your scientists how they are doing it, but they keep right on working to the construction plans.
(c) Tribute is not ended by war or even by AI extinction. Yep - the Galactic Bank keeps making the payments.
(d) Can't build a capital project on another planet after building it and 'cancelling' it on the first planet. Yep - you can only build it once. (But see item b.)
(e) Research label "2 months to go" etc is not reliable. Yep. I think there is some randomizing based on your creativity/luck, although no one has confirmed it. Also note that trade income (in particular) can fluctuate widely between turns, which can have this effect too.
(f) How the AI values trade goods, ships and techs seem out-of-whack. Yep - thse alien value systems aren't intuitive to us Terrans. (And keep being re-tuned, so keep submitting examples that seem silly.)
(g) After conquering an AI planet with a trade good, I don't get the benefit, nor can I trade it. That's my understanding too. But there are rumors that in this version the AI do get these benefits - can anyone confirm?
(h) The lock icon is missing from the economic screen. Yep - it was prematurely leaked. Coming back in the expansion pack, I think.
(i) If a ship is in the same square as a mini freighter, you can't click on it to activate the ship/take it out of autopilot. True. You can activate the ship from the Ships List. Note however, that if an enemy ship is in the same square as a neutral freighter, you have to declare war on the neutral to shoot the enemy ship!
(j) Minor civilizations seem too clever at low levels of difficulty. Yep - minor in name, not in intellect. (They have enough handicaps with not being able to expand outside their starting sector IMHO.)
(k) I can't keep my popularity up. Hehe. Learn about morale - lots of posts on this, and sections in the new manual.
(l) My economy sinks down a hole. Hehe. Learn about the economy - lots of posts on this, and sections in the new manual.