When adding a governor to a colony by clicking on the add governor button at the planet information box, I get a list of Available Governors and Recruitable Governors. The first three of the Recruitable Governors are actually some I have already recruited. They don't have a cost for that reason.
Old-Spider
Reinforced Hull ship upgrade missing text.
Galactic Challenges appear in the galaxy screen. After that is chosen, the name is Galactic Achievements. The Awakened Urges choice isn't available. I'm required to be at peace for at least 50 weeks.&nbs
My starting sector is at one end of the main chain of sectors. The Mimot are also in it. I had an exploration treaty with them, so I could see where their ships were moving. They had survey ships, constructors, colony ships, and military ships that seemed to be ignoring range limits and moving to the last sector of the chain. Why are they ignoring the range limits? Is it the same bug that has been in GalCiv3 since Crusade was released that allows AI ships to
After I complete the quest from the Kaxx to do some research for them, the other races always want to trade for it. It does nothing for them. Can it be made so that it can't be traded?
The Acquisitions tech does not award one free frigate.
[quote who="scifi1950" reply="17" id="3834470"] Quoting Old-Spider, reply 13 The No not should be either No, do not or Do not . There should be a comma after Instead . <img src="https://cdn.stardock.us/forums/24/51/2451921/326d923c-ef74-44ce-
This is normal. It happens nearly every time a colony ship is attacked. The only time I'm sure it doesn't happen is when a space monster attacks a colony ship. The colony ship is destroyed and an infant space monster appears in its place. I think a pirate ship destroys a colony ship, but I'm not sure. EDIT: Now that I think about it more, I'm not sure a pirate ship will attack a colony ship. I think they just wait until a colony is settled, then cap
I got this in my previous game. When I searched for the missing colonists, I found them and got a result that should have finished it. It didn't. The project continued to appear for the rest of the game, but nothing happened when I did it again. There must be a bug that allows the project to keep being available when there is nothing for it to do. I also got this several versions ago and it didn't work right at all. I think it depends on some of the choic
I posted this on Discord earlier, but here it is again. There should be a comma after tall . four eyes ? I count six. Fake smile should be You fake a smile or something like that.
The No not should be either No, do not or Do not . There should be a comma after Instead .
An event (It’s Alive?) occurred. I got a choice to “build” “Find Missing Colonists” on my planet. After I built it and got the result, the ability to build it appeared again. I built it again, but the following information didn’t appear this time. The option to build it was always there, which was big problem for me because I’m playing as the Yor. The icon for the search is the same as the icon for building more Yor, and
Planetology claims that it allows us to build Agricultural Districts, but they aren’t listed as being unlocked. However, it does show that it unlocks Housing Districts, which isn’t mentioned in the description.
Starting with version 0.70, the Yor can manufacture citizens at the beginning of the game. They do need 1 durantium for each citizen, but no longer need promethion. Some anomalies give durantium in one of the choices. Otherwise, you need to do the research to build starbases, then build one at a red star that has durantium.
Here is more information about the AI building colony ships without a colonist I loaded a save I made at the beginning of the game I used to report the previous information. I used console commands to unlock all the techs and remove the fow. I put all my ships on sentry, then moved my view to the upper right to get to the sector with the Drath, then zoomed in on Dratha. I then ran through turns without really playing until an AI was in a situation where
Here is another typo caused by that strange character I have already reported twice. Righta should be Right, a with a comma after Right. The strange character is the same as in the first two reported earlier.<img src="https://cdn.stardock.us/forums/24/51/2451921/277c437c-93f0-4eb5-963d-846e10ef556a.png" alt="" widt
There are major problems with the AI and colony ships. I first noticed that some AI colony ships stop near a planet, then don’t colonize it or do anything else. They will move away when I colonize the planet. It can be seen in this save game. Load the save, zoom out a little and move right to the white star. Zoom in enough to see something like this.<img src="
behaf should be behalf .
Here is another strange typo like the one I reported here . This is in FlavorText.xml and is caused by the same weird character that doesn't print in the conversation.
The spacing can be improved for the summary near the bottom of the screen. The Available Trade Licenses values need to be moved to the left to so there is more distance between them and the next text. The Total Weekly Revenue from Trade Routes: text can be moved further to the right. There should still be enough space after it to allow for large values for revenue. The number will probably be big late in a game with numerous trade routes to
The notification doesn't have enough space for the text. The tool tip does.
There is not enough space for the text.
I have three suggestions for this screenshot for Opponent Settings The yellow box shows Players. My testing indicates it is Max Opponents, not Players, so Players should be changed to Opponents. The cyan boxes outline what I think in wasted space. I think that careful adjustment of the spacing will allow the Available Opponents
A scroll bar is needed to show all the text.
New anomalies are spawning at the exact same places that previous anomalies existed. If an anomaly is already there, I don’t know if the new one spawns on top of it or doesn’t spawn at all. I don’t think it spawns somewhere else.