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IDProjectCategoryLast Update
0015892The Last FederationBug - GameplayOct 3, 2014 1:51 pm
ReporterWarpstorm Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version1.600 (Tsar Bomba) 
Fixed in Version1.604 (A Dangerous Surplus) 
Summary0015892: races simultaneously researching the exact same thing
DescriptionI still often see 3 or 4 races decide to research the exact same tech and get messages that they all had breakthroughs at the exact same time. This is likely a symptom of a bigger bug since it claims they only do this if they can't build any buildings in the text of the message. Even if it is working correctly, it should be changed as it totally ruins my suspension of disbelief.
TagsNo tags attached.
Internal WeightNew

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Warpstorm

Sep 29, 2014 9:19 am

reporter   ~0039365

Playing further, it happens most every year (right on the year transition) and they all research Quantum Power (even if they had it already).

Chris_McElligottPark

Sep 29, 2014 10:05 am

administrator   ~0039366

Got it, thanks! I'll need to do some rejiggering of that mechanic in general, I think.

Chris_McElligottPark

Oct 3, 2014 1:51 pm

administrator   ~0039474

Good inspiration! ;)

* Previously, when races had no buildings that they could construct with a resource, and there were technologies that could be used to unlock more buildings, they could use resource expenditures to unlock those technologies.
** This was not too exciting, however, and seemed odd a lot of times. That mechanic has been removed, and replaced with a new "surplus resource" system that gives the resources more meaning than ever.

* There are 6 new "surplus resource" actions that races can take in the "special actions" internal queue, under certain circumstances:
** Surplus Molybdenum: Bioengineering/Food Boost
*** Thanks to incredibly high unused stockpiles of Molybdenum on {RelatedNode}, the {ActingRace} government has been able to institute a temporary bioengineering program that doubles their birth rate throughout the solar system. This will draw down the {RelatedNode} stores of Molybdenum by 4,000 per month, however.
** Surplus Cesium: Medical Miracles
*** Thanks to incredibly high unused stockpiles of Cesium on {RelatedNode}, the {ActingRace} government has been able to institute a temporary medical program that halves their death rate throughout the solar system. This also increases the medical RCI on {RelatedNode} by +3 per month. This will draw down the {RelatedNode} stores of Cesium by 4,000 per month, however.
** Surplus Xenotime: Manufacturing Overdrive
*** Thanks to incredibly high unused stockpiles of Xenotime on {RelatedNode}, the {ActingRace} government has been able to institute a temporary manufacturing boom that doubles their manufacturing rate throughout the solar system. This will draw down the {RelatedNode} stores of Xenotime by 4,000 per month, however.
** Surplus Perovskite: Enhanced Research
*** Thanks to incredibly high unused stockpiles of Perovskite on {RelatedNode}, the {ActingRace} government has been able to institute a temporary research program that doubles their science rate throughout the solar system. This will draw down the {RelatedNode} stores of Perovskite by 4,000 per month, however.
** Surplus Terbium: Supercharged Space Power
*** Thanks to incredibly high unused stockpiles of Terbium on {RelatedNode}, the {ActingRace} government has been able to institute a temporary military program that improves their space power by 1.5x throughout the solar system. This will draw down the {RelatedNode} stores of Terbium by 4,000 per month, however.
** Surplus Uranium: Explosive Ground Firepower
*** Thanks to incredibly high unused stockpiles of Uranium on {RelatedNode}, the {ActingRace} government has been able to institute a temporary military program that improves their ground power by 2x throughout the solar system. This will draw down the {RelatedNode} stores of Uranium by 4,000 per month, however.

* The surplus resource actions kick in at the time that the older "technology acquired through research expenditure" techs used to.
** Aka, only when there is an absolute ton of that resource sitting around on a planet, and no buildings to spend it on. So they don't start happening with any frequency until quite late in the game.
** However, starting when the race has built up at least 40,000 of the resource on a planet, there is now a very small chance each month that they will start the process (the chance is 1 in 1000 per resource per month).

* Previously, all races were able to mine resources at the same rate, with the only differences coming from how many moons they had colonized and how many mining-related buildings they had constructed.
** This led to a lot of boring "we all get to the same place at the same time" situations, particularly early in the game when the race was not neccessarily having any mining-related buildings or colonized moons yet.
** Now there is an inbuilt mining speed multiplier for each race:
*** Acutian: 1.5
*** Andor: 0.5
*** Boarine: 4
*** Burlust: 0.9
*** Evuck: 0.75
*** Peltian: 1.2
*** Thoraxian: 3
*** Skylaxian: 0.6
*** Hydral: 1
*** Obscura: 1

* Purely as a strategy note, all these changes and additions relating to the resources means that setting up moons and trade routes is now easier for some races and harder than others.
** But beyond that, it also gives another BIG bonus to trade routes, in that it will allow more frequent use of these sorts of special abilities on the part of races. Suddenly a trade route between a friend and an enemy to make them like one another has a potential extra danger to YOU now...

Issue History

Date Modified Username Field Change
Sep 28, 2014 12:03 pm Warpstorm New Issue
Sep 29, 2014 9:19 am Warpstorm Note Added: 0039365
Sep 29, 2014 10:05 am Chris_McElligottPark Note Added: 0039366
Sep 29, 2014 10:53 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Sep 29, 2014 10:53 am Chris_McElligottPark Status new => assigned
Oct 3, 2014 1:51 pm Chris_McElligottPark Internal Weight => New
Oct 3, 2014 1:51 pm Chris_McElligottPark Note Added: 0039474
Oct 3, 2014 1:51 pm Chris_McElligottPark Status assigned => resolved
Oct 3, 2014 1:51 pm Chris_McElligottPark Fixed in Version => 1.604 (A Dangerous Surplus)
Oct 3, 2014 1:51 pm Chris_McElligottPark Resolution open => fixed