UP Issues

Here are the attributes for the UP issues and what they do. I am hoping someone can help with the ones I list as UNKNOWN.

0: UNKNOWN

1: Do we want to add trade routes?

2: Do we disallow exploring anomalies in someone else's territory?

3: Do we want taxes on warmongers?

4: Do we want taxes for planets in someone else's territory?

5: Do we add weapons to colony/troop transports?

6: There is a Galactic Olympiad. Who hosts it?

7: Do we want a Trade Federation to protect freighters?

8: UNKNOWN

9: UNKNOWN

10: UNKNOWN

11: A new planet is habitable. Who gets it?

12: Do we want a Galactic Cease-Fire?

13: UNKNOWN

14: Do we want to restrict trade for evil civilizations?

15: UNKNOWN

16: Do we want a limit on starbase modules?

17: Will starbases assist allies?

18: Do we want changes in government type?

19: UNKNOWN

20: There is a new galactic prison. Who gets it?

21: Who gets the UP Headquarters?

22: How many techs will everyone share?

23: UNKNOWN

24: UNKNOWN

25: Do we want to ban Terror Stars?

26: How much do we pay for a United Celebration?

27: UNKNOWN

28: Do we want taxes for starbases in someone else's territory?

29: UNKNOWN

30: How fast should Constructors be?

31: How much should the wealthiest civilization pay to everyone else?

32: Do we want to ban surprise attacks?

33: Do we want to have Neutral Zones in war?

34: Do we enforce Mining Loyalty?

35: Do we want Open Trade?

36: Do we want Open Tourism?

37 or higher: UNKNOWN

10,179 views 6 replies
Reply #1 Top

The CariElf's (ancient) Dread Lord guide here gives a list of the ones available in Dread Lords (which is the majority). Please not that the unused ones may not work (hence why they are unused)


0 is not used for anything

8 -  Something to increase a racial ability has been found...which race gets it?: value01 = AbilityType, value02 = Ability Amount

9 - Two races at war are forced to make temporary peace

10 - One of the major races is forced to hand over a star system to the weakest major race

13 - A theme park holding space creatures is constructed on a planet, with a risk of beasts escaping (as there is no space monster, this is almost certainly disabled)

15 - Minor races are not allowed to be attacked

19 - Evil players are taxed for their crimes against humanity

23 - Number of ships each player should give the weakest player

24 - Fleet found...who gets it

27 - Can't attack starbases (Works, but the AI will still try to attack the starbase, which can potentially slow your game down by a lot. The issue banning attacking minor races might suffer from the same problem)

29 - Vote on whether or not to allow civilizations to build bombardment units (as there are no bombardment units, this is almost certainly disabled)

37 and Above - also unused, most likely.

Reply #2 Top

I assume bombardment units would be used to destroy enemy planetary improvements from orbit without putting "boots on the ground" and trying to occupy the enemy planet. I see the Bombard ability in English.str but I assume it isn't working. I hope they enable that one. If I could only choose one tag to enable it would either be Bombard or Dock Ships, and I think Carriers would just be a pain to get the AI to use properly.

Reply #3 Top

After experimenting I have tentatively confirmed that 10 (someone hands over a colony) and 24 (fleet found) do not work. 15, which prohibits attacks on minor races, appears to work. However, in my test it was shot down by the AIs and so I'm not certain whether it actually prevents attacks on minor races, and how that works if it does.

Edit: All right, here's what I've figured out about implementing currently unused UP issues.

Issues requiring a specific civilization's identity won't work. For instance, the one where civs are required to give a certain number of ships to the weakest race identifies them as the "[OtherEmpireName] and naturally no ships are given away. Likewise for the issue that forces a ceasefire between two particular races.

New issues where something is given to one particular race also don't seem to work. This is why 10 and 24 above didn't work - in fact they end the game because there are no options to vote for. This might have been caused by a mistake on my part.

The remaining unused issues (15, 19, and 27) can be enabled and appear to work.

Reply #4 Top

Slightly off topic, but issue #1 doesn't work as it's currently coded.  It's set up for voting on how many trade routes you want to add, but the issue is designed to be yes/no vote for a fixed number of trade routes - the given value is two.

I've fixed it so it works as intended - yes/no for a fixed number or routes.  If you're tweaking UP issues I thought you may be interested.

Good luck!

Reply #5 Top

PM it to me.

Reply #6 Top

Did you ever find out if  issue number 8 (Something to increase a racial ability has been found...which race gets it?) works? From what qrtxian, said, it sounds like it doesn't, but I'm still curious.