I'm having a problem with the (Ship) Designs page. When populating the "Finished" (i.e. active) designs from the Saved column ("Add all Saved Designs to Empire now
"), it adds more than what is shown on that column. "Ghosts" of long-deleted designs are also occasionally added, both basic designs (which are long-since obsolete and deleted from Saved) and typos which I keep deleting. (Got really tired of deleting my "Scourt" and "bLargew" designs, as well as the basic "Colony Drop" which I wanted renamed.) Continually deleted from Finished, not visible in Saved, persistently populating in Finished when Add-All. (Finally solved by deleting EVERYTHING, including Obsoletes, and re-designing all from scratch.)
Also, not sure if this is intended or no...
I have Supply running in a chain of planets, A - (B) - C, where only A & C are colonized.
A peaceful neighbor colonizes B - and this breaks Supply?*
(* Can add game log, but unfamiliar w/ location, sorry - where do I find this?)
Possibly related, a peaceful neighbor has an outpost in a long-standing, peacefully shared system along a similar chain. Suddenly (without declaring war), that outpost (and orbiting "enemy" ships) breaks supply and blockades that planet. Still shown "at peace" on the Empires pop-up, and other of my planets with "peaceful enemy" ships are not blockaded. Did a save, and built a Lighthouse - nothing else appears to be in that system (and I checked - any neighbors within reach do not have the Tech to hide).
In both cases, zero reference to either system in SitRep, not that turn nor any recently previous turns.
(Both of these happened around Turn 120, if that helps any.)
Anvil wrote: ↑Mon Jan 04, 2021 6:35 pm
- Exobots are now only a poor replacement for real population, but all players can use them if they cannot conquer other races to make use of good planets that are hostile to their starting race.
Exobots are still the only(?) way to colonize asteroid outposts, so fill that niche.
Unfamiliar w/ previous versions, but this feels about right for what they are.
(Disappointed they cannot similarly colonize gas giant outposts - bots are bots - but hardly a dealbreaker.)
Oberlus wrote: ↑Mon Jan 04, 2021 8:55 pm
a bit OP compared to the rest of empire-wide research bonuses.
However, some have complained that the new bonuses are too small, specially the later ones...
Again, new player, but my thoughts on this...
That's what these sort of games are about, estimating "return on investment" (both short- and long-term), and any one player's game is not the same as any other. Some players (from what I've read) aim for highly crowded galaxies so they can blitz starting AI neighbors. Other players want more elbow room to start, and count on Player Intelligence > AI to get the starting edge. "Late game" will be different for each of these, and also for new players vs. experienced.
From the mental math I've done during play, most boosts are ~about~ 5% - often hard to justify in the short term, but (from playing these games before) I know that a "bite the bullet and get the boost" strategy is the winning one. So the "too small" argument may be very true for those who are blitzing, but may not be for those who are playing a more measured game.
These games have a form of exponential growth, so any boost-special for that 1st colony ship will be a game-changing jump start and subsequent massive
boost to the growth curve of the entire game. The difference of having a 2nd planet in-system that you can quickly colonize is huge enough. Maybe limit nearby specials somehow, and restrict game-changing specials to only
appropriately guarded planets, never unguarded, to guarantee that a rare easy "early boost" will not be that game breaker?