A recent change causes an AI, that surrenders, to destroy all their planets except their home system. You can change that in the game options, or turn AI surrendering off completely
Moser_Alchemist
Adding this https://forums.stardock.com/483286 mod can be real handy for maps lacking a vital resource.
Your choices for frequency are causing this. Too many habitable planets can use up the available spawning locations leaving none for promethion. Try dropping the habitable planet frequency while leaving overall planet frequency alone.
My observation is that influence shape is fine. However the sensor increase with increasing influence doesn't refresh properly. As soon as I move a ship with long range sensors through the area the sensors will line up with the influence properly from that point forward.
If you have all DLC and expansions, my guess is that the AI has the Wormhole Artifacrt that sends ships to random locations. I've had it happen a few times myself. I've done the same to them to prevent a colony ship from beating me to a Precursor world. [e digicons]}:)[/e] Edit: Hi Horemvore LOL
[quote quoting="post"] is there somewhere I can read my weekly durantium expenditures, or is this a glitch? [/quote] You have auto-upgrade set on at least one planet. Thus you are auto-building factories, etc with the durantium. You can manually cancel upgrades and get your durantium back.
[quote who="lordduzi" reply="16" id="3761914"] In my game, Aid Research is only available on planet with Technological Capital. Is this operating correctly? [/quote] Yes
Hi, If I'm reading it right, promotions and invasions have placeholders (labeled as buffers) to add more types of promotions and invasions. Horemvore would like placeholders added to these other schemas so that modders can add more types of trade routes, ship hull types, etc. In fact, more placeholders for promotions would be great too. Moser
[quote quoting="post"] I have three spys. Two are on Earth. Don't laugh but how do I send them to an enemy's planet? I have read through the espionage section so I must be missing something, again. [/quote] To assign a spy to an enemy planet, click on the enemy planet and then click on "Place Spy". You will then be able to place a spy on an enemy building. You may also add a spy to your planet to increase counter-espionage. Spies assigne
[quote who="Horemvore" reply="71" id="3760501"] Quoting ForesterSOF, reply 70 Like B5 small ships would need them but big ships make their own so in late game an invasion could bypass CPs. Code breaking is not my forte, so in laymans terms plz? [e digicons]:)[/e] [/quote] B5=Baby
][quote who="PitttBull" reply="4" id="3760439"] Don't have mercs...at least not yet. [/quote] The Bazaar is only available with Mercs DLC.
You can change 22 for GiveCreditsArtifact in AnomalyDefs.xml to weight of 1 with a mod. This is the anomaly that gives 10% of your current treasury as the reward. Alternately you can change SpecialValue> PercentOfFactionCredits
" 7) Artifacts yield way too much money. (Yield seems to be progressive with the number explored.)" I assume you meant anomalies, because artifacts are something else. Actually one of the anomaly types gives you 10% of your current treasury. As you can imagine that can snowball. There should be a cap of some kind.
The Influence Artifact could possibly be fixed by giving only 250-500 influence at first then have it level up mid game to give more influence.
A==>B B==>C C==>A triangle A as hub A==>B C==>A D==>A etc
[quote who="Horemvore" reply="35" id="3752340"] Quoting thammondwis, reply 34 After culture flipping a planet, is there any way to get the opponents ships to leave the planet hex without going to war? I have flipped 2 planets now and both cases the opponent's ships that were in defending the planet still remain in th
[quote who="Franton" reply="16" id="3751788"] 4. AFAIK you can not unload Legions from your transport. [/quote] You can decommission the transport and the legions return to your pool. I only build and keep transports when I need them.
[quote quoting="post"] so i gotten my 10 administrators and now it says i have too many idle administartors. i cant move em to planets. how do i get more of em now? [/quote] Publius misunderstood the question I think. There are only 10 spaces in the civilization screen available for the citizens that give admin points. To free up space (and also get more admin points), you need to PROMOTE some of those citizens.
I started a new game and Extreme Colonization is now available for the robot overlords. :)
[quote who="ForgottenSlayer" reply="14" id="3747995"] Can we go please check if synthetics can colonize all worlds I am away from the game but I was hoping for this to be fixed upon my return. Extreme colonization has been missing for some time. [/quote] The tech is STILL missing months after release. I modded it in myself but I shouldn't have to. :(
I'm disappointed that synthetics still don't have access to Extreme Colonization in 3.7 build. :(
3. Why would I give away production, research, etc for no return?
[quote who="mormegil" reply="41" id="3743867"] Sorry for the problem, I can see what the problem is now, but I am still trying to figure out the best way to fix it. But we should be able to have it fixed in the next patch. [/quote] Two thumbs up! :)
[quote who="Jigarothu" reply="36" id="3743812"] It's literally in every game, go change your race to synthetic............................. I am playing with the grm mod and i have modded the ship parts and mission rewards as well as the globaldefs file to add more points Whether it's a custom race or stock, it's not their.... [/quote] I assume you are talking about the synthetic's inability to colonize extreme worlds because of Extreme Colonizati
[quote who="sdRohan" reply="20" id="3743619"] Quoting Moser_Alchemist, reply 16 I stand corrected. I checked my tech tree closer and you are right. Extreme Colonization is NOT there. The two techs normally immediately before and after EC are directly connected. In my first game with 3.6, I happened