Very short list of issues and bugs. All will be with v1.11 unless otherwise stated.
* - means all versions, not just since v1.11
1. Random events seem non-existant. 10 years into a game and only 2 random events have occured, both were for 2 other races getting those Precursor "Corvettes".
2.* How about an option to disable random events and/or adjust frequency of them? I like them, good and bad alike since they add another aspect to the game.
3.* What does the random event that says another race found a device that grows in power every day and that they must be stopped or all will be enslaved by them one day (or something like that) actually do? And what can't player races get it? (At least in all of the games I've played, I have yet to get it). This event doesn't appear to do anything to the race that gets it.
4. A.I. seems to build outdated structures much more often now. Late in the game, any A.I. player that has researched every tech seems to build outdated structures sometimes when building on empty tiles. I have several cases where the A.I. has built Basic Factories instead of Industrial Sectors, or Xeno Labs (Not basic labs) instead of Discovery Spheres, and often build Advanced Market Centers and/or Trading Centers instead of Stock Markets.
5. A.I. goes overkill with farms almost as bad as with v1.1. A.I. built two Advanced farms, one Industrial Sector, and one Starport on a class 5 planet. You'd think they'd notice that the population isn't going to reach 25b on it's own. One can get around this by shipping in colonists obviously...
6. Morale is once again ignored, but not nearly as much as in v1.1. The A.I. tends to build 4 or more Advanced farms on planets class 14+, yet only build one VR center, maybe two. Even with an approval of 27%, they don't do anything to improve that. Does having an extremely low approval do anything except affect population growth? I'd imagine a low enough improval would cause a planet to defect and become independant (if not join another civ).
7.* Targetting options is desperately needed! The A.I. has fleets of 12-14 ships when all logistics points are used. Usually one or two Large and/or Massive ships, while the rest are tiny and/or small with two or three mediums in the mix. The issue is my ships target the smallest ships first. I'd much rather target the big guys first since they have significantly greater firepower and can damage my ships. (Since I focus a lot on defense)
8. I am pretty sure v1.1 fixed this, and it became unfixed with v1.11, but maybe it has always been the case. The UP issue that adjusts the minimum speed for constructors works, but not in a good way. The base speed is increased, sure, and the correct number of moves are available the turn it is constructed, even though the display says "x" movement out of racial bonus + UP minimum speed boost. (25 / 7 movement for example). So you get 25 movement the first turn it's built, but after that, you only get 7.
9. Since Neutrality Learning centers have been enabled, it's known that the game won't upgrade them automatically, no biggie, just requires more micro-managing. The problem is that the A.I. doesn't recognize them as research facilities thus has yet to build one. Yes, we probably like it since it gives players an advantage, but in interest of fairness, it should be corrected.
10. Good to see the miniaturization bug fixed, although it was nice to be able to fit 240 units of space in a ship with 186 capacity. However, this bug can still indiractly be exploited. Any ships that were created with this bug before the fix can still be used once the amount of miniaturization that was needed to design them is researched.
11.* Other races super projects and/or galactic achievments do not carry over to the race that conquered the planet. All of the Hyperion Super Projects do seem to carry over. Can't tell if the Secret Police Center does or not since it does nothing to begin with, at least from when I've built it. The only one that is v1.11 specific is the Hyperion Shrinker, the 15% miniaturization bonus gained from it doesn't carry over anymore when you gain another one from conquering another races planet with one.
12.* Still can't rebuild captured/destroyed Super Projects or destroyed Galactic Achievements
13.* Espionage bonuses still seem to do nothing. Does the bonus affect how fast one gains levels of reports, or how often a technology is stolen?
14.* Techs that are alignment specific are not useable to races not of that alignment when stolen. I can understand not being able to say, being able to use Subspace Rebounders, but shouldn't the +5% defense bonus still be gained?
15.* A.I. doesn't take into consideration alliances when deciding to attack other races. (i.e. enemy A.I. M. rating: 90, attacking ally with 55 M. rating, my rating, 300) You'd think the A.I. would recognize that 300+55 us almost four times greater than 90.
16.* Aren't allies supposed to go to war with each other? When an ally attacks another race, the races ally/allies do not go to war with it.
17.* A.I. players warn of other A.I.'s that are dominating with influence, but it never actually tries to work together with you even though it says it wants to. Is it just their way of asking for free hand outs?
18. Since v1.1, my tax income fluctuates by +/- 20%. Assuming that the graph has the same slope, the graph will drop and tax income decreases by about 20%, then some time later, sometimes next turn even, the tax income will go back to normal. I'll try and upload a picture of my economic graph to show what I am talking about, but it basically makes sections of my economic graph look like the marks made by a geiger device during an earthquake.
19.* Doesn't the description of the Political Capitol say it doubles the influence on the planet it's built upon? Maybe it now says it really increases influence (or something like that) on the planet which it is built on. Either way, it only adds the same influence as a cultural exchange center. The only advantage of it is that it adds +50% to morale and seems to cost less than a cultural exchange center.
20.* Homeworlds seem to generate much more influence than other planets with much greater populations and that even have more of an influence bonus in the summary window. Yet, they produce usually about 30% to 50% less.Does the +25% from the Civ. Capitol a more solid bonus than the +25% bonus from a Cultural Exchange Center?
Like I said, this is a short list, and for anyone who has seen my other lists for bugs/issues, they will notice that 20 issues is low compared to some of my previous lists.
Any feedback will be great!