I've reported this before. On all 3 "pirate" missions, you can kill ANY of the 3 types of pirates and they count, until the very last kill, which must be of the type requested. The mission seems to goes away if you kill the wrong type on the 7th kill, but is still active (just invisible)... it will resolve if you eventually kill one of the requested types ... it is pretty bugged.
AdamMG
These approval bonuses apply to Colony worlds, not Core worlds. If you check the approval of non-Core worlds, you should see the bonus applied.
You can spend more money, and a few more turns, and the -1 diplo goes away (and you get the culture point). But then it is more of your early-game cash for an easily researched tech ... I almost always do the research myself, but if I have tons of cash (Iridium) and other research plans which are high priority, I will buy it.
So, you would prefer a planet to NOT produce money for your empire, but to sit around twiddling their thumbs? Strange strategy.
I agree wholeheartedly. Integers are not nearly specific enough for the stats in this game. Additionally, there are a LOT of inconsistencies in rounding - even the same stat will be rounded differently in different places. This can get very confusing, very quickly.
Have you obsoleted the auto-generated Colony Ship? This will cause the issue you describe. It is unfortunate, because I always upgrade Colony Ship designs (generally for at least speed, at first), but am unable to obsolete the Colony initial build (also Constructors) because of this issue.
I have taken a break, and haven't even played 0.80 yet (I recently acquired a copy of Civ 4, an oldie but a goodie, so my time has been taken up). This list makes me want to wait just a little bit longer, but not too much longer, to beta test some more :)
Half of tourism is applied to wealth. A quarter of tourism is applied to influence. So if tourism is at 40%, you get a 20% boost to wealth and a 10% boost to influence. In my opinion, tourism is barely worth it so far.
[quote who="gypsy2299" reply="6" id="3840321"]Are you looking at the Starbase or the resource icon top of page for info? [/quote] Both places show no bonus. It also doesn't show under specific breakdowns of what the relic does (e.g., Resource Relics don't show bonus percentages under Research). The bonus is just not being applied, period.
For completion's sake, I started a quick game as the Mimot. They have the Mining Guild, which is supposed to add a percentage to "strategic resources". No bonus is given to either my relic nor my antimatter, despite having a +19% from factions. (I am not sure if it is supposed to give the bonus to relics, resources, or both). https://drive.google.com/file/d/1HGZew9oGerR
Finally got Precursor Analytics (+25% to relics) on my current game. This is not being applied to any of my relics. I'm attaching a save game. Another issue, upgrading Control Relics do not increase the amount of Control they produce. This can also be seen in the attached save. They stay at +0.1 no matter how many additional relic modules are on the starbase. I assume that each additional module should add 0.1 control? <a href="https://drive.googl
I recently cleaned out my save games .. but I can send one from my current game once I get the techs. It happens consistently. Here is one with the Yor faction which is supposed to increase Relic production. It shows +0.2 but no bonus is given to my Economic relics.
I understood the Molecular Fabricator to be a building, to be placed on a planet. If so, I do not have the building to place. If it is an empire-wide bonus, I must have missed it (it was not in the tech description). I'm no longer playing a game which has this tech, but I can check on it.
Looks like it affects growth in the same way.
From what I understand, 1% of pollution is exactly enough to reduce food production by 1%. There doesn't seem to be any "hard basis" for the numbers, other than that. I do wish they'd consider different terminology. This was an issue with Tourism in GC3, as well.
Protect the Planet halves the rest. So you have +11% + 16% + 10% - 20% = 17% cut in half from your policy is 8.5%
This hasn't made any sense to me either. Maybe it is just a bug?
For reference, my favorite way to play is with many disconnected small and tiny clusters. And yet, I hate playing the Navigators. My favorite is the Yor. Once the planetary Durantium was added, I no longer restart if there isn't an orange star in my sector. This isn't to say that I won't beeline for them. With the policy manufacturing bonus, and (with enough Durantium) no limitation on population growth (there is a hidden max somewhere, but
[quote who="DerekPaxton" reply="29" id="3839323"]No, not this week. Still lots more to add.[/quote] This gives me time to play on the largest setting, with tiny sectors, and maybe come close to finishing a game :)
Yor are also OP in player hands, and not so much in AI hands. So far.
Many of the Trait specific bonus buildings (e.g., Molecular Fabricator, Vigilant techs, the one for Torians ) are not available. But the tech comes up as if it does, and lowers the tech cards I get that I can actually gain benefit from.
[quote who="aerez4546" reply="1" id="3839457"] Happy Twos Day ! [/quote] Indeed, happy Twos Day :)
Techs which give a percentage bonus to Relics do not do so. Faction abilities which give a percentage bonus to Starbase Mining do not do so.