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ive got the sm_mining_bay incorrect text, but i dont have this mod (ethics and civics). i think its Expanded Starbases but i cant find the issue in the mod files. i had a similar issue with Real Terraforming mod, incorrect text, which was a missing $ in the english localisation txt file but i cant find the issue with this one. Will keep looking, that kind of issue bugs (!) the hell out of me immersion wise. i found your post by searching for sm_mining_bay but it seems no one else has noticed yet
It is either that, or base game. Either way, a definitive bug on localization.
Machine Intelligence(s) on the Habitat Origin are producing Consumer Goods with one of the yielded jobs and their Administrators consume them. As these are the non-sentient version, they should not be producing goods, instead only producing alloys.
Certain Technologies regarding things like food output and population growth are unrestricted for both Machine Intelligence as well as Machine Societies that should otherwise be suppressed by other technologies. This is either an issue of the base game, or a factor of speedy implementation of the current localization(s).
While minor, having research options for a Machine Empire taken up by food and population growth technologies that should either be bypassed or suppressed until biological populations are acquired is a detriment to the competitive capacity of Machine Empires in general.
It would appear that there is an error with the Synthetic Ascension, as it causes Specialist and Ruler pops to be unemployed. This is caused when a new template is created, as the new pops will grow with your template rather than the old, resulting in them breaking ranks to participate in the highest priority jobs to the detriment of the economy.
The Mercantile diplomatic stance is restricted behind the Financial Elite civic. This is a very likely error as what was most likely intended is that the original modder intended to have Financial Elite as a civic bypass any of the exclusions as a "One of the Following Must Be True" path, allowing Isolationists and the Purge civics to have their merchants internally.
i found an problem with the "Imperial Cult" civic. After using the ethic to turn my ruler immortal the game crashes if i open the council.
Yes, I saw this bug reported on our discord. I'll investigate into this when I have time, but the bug is recorded
Could you post this bug on our discord so we can track it? (If you have not already)
I'll investigate the fun here. You're not the first to say it's disruptive. It's supposed to be an overflow job, bot take priority
I was playing corporate civic last night, are you running other mods?
EDIT 1: I looked at other similar civics. Found same note in "Cyber Democracy", "Cyber Dictatorship". I checked civics list for similar and I got a little carried away:
-- JOB PRODUCE --
Relevance check
- "Cyber Democracy" -> "Researchers also produce +1 Unity" not working
- "Cyber Dictatorship" -> "Researchers also produce +1 Unity" not working
- "Divine Council" -> "Priests also produce +1 Unity" not working, High Priests are added instead of Polititian replacement, but there is section lower down in post for that. Also there is no priests because Temples gives Bureaucrat jobs in new update...
- "Theocratic Republic" -> "Priests also produce +1 Unity" not working and other Priest bugs...
- "Star Settlers" -> "Colonists also produce 8 Unity"
- "Wasteful Consumerism" -> "Clerks provide +1 Trade Value and Amenities" but they don't. Artisians and Entertainers works fine.
- "Stratocratic Republic" -> "Capital buildings replace some Polititian jobs with Commanders..." exept there is no replacement, they are just added, and they provide less unity.
Note update
- "Circular Economy" -> "Specialist spend -1 Minerals..." needs to be replaced with "Specialist spend less Minerals" or something other.
- "Defenders of Nature" -> "...spend -1 Minerals..."
- "Ecocentrist" ethic -> "...spend -1 Minerals..."
- "Ecotopia" -> "...spend -1 Minerals...".
-- ELITE REPLACEMENT ---
Previously mentioned "Cyber Democracy", "Divine Council", "Stratocratic Republic" and others. I didn't look for all civics, that make Polititian replacement, but there is tendency for civics to just add new jobs instead of replacement.
- "Void Dwellers" origin completely without any elite jobs, except you add it trough elite replacement civics.
- Polititian job have an unemployed icon.
- Original "Technocracy" somehow adds two different jobs of "Science Directors", ones that 200 pops gives exactly same output as other 100 pops, but also with additional Unity.
- Also there is wrong pop quantities in notes for those elite.
p.s.: "Militant Zealots" replaces Priest aka Bureaucrats with Templars just fine somehow...
-- POP QUANTITIES --
Relevance check
- "Agrarian Idyll" -> "Agrarian districts provide +1 Housung" instead of +100 Housing providing +400 Housing and +100 Farmer jobs.
- "Ecotopia" -> "Regular ... blockers provide +2 housing. Heavy ... provide +4 ... " but they provide +300 and +600 respectively Also there "City Districts provide -1 Housing" but they dont.
Note update to fit new pop quantities, for example "+1 Housung" to "+100 Housung"
- "Agrarian Idyll" -> "Farmers also produce +2 Amenities"
- "Ecotopia" -> "...planetary blockers ... provide +1 Natural Guides jobs ... +2 Culture Workers and ..."
- "Labor Unions" -> "... districts provide +1 Housung"
- "Social State" -> "... districts provide +1 Housung"
- "Syndicalism" -> "... districts provide +1 Housung"
- "Police State" pop effects works as intended but needs pop quantities update.
- "Social State" pop effects works as intended but "Capital Buildings provide Medical Workers jobs" dont working and needs pop quantities update.
- "Slave Race" and "Societal Symbionts" -> "Start with 12 pops of .. another species"
- "Eager Explorers" and "Privatized Exploration" -> "Start ... with 10 fewer pops than normal" but there is no way it is in original game, right? Works as intended.
-- OTHER --
Relevance check
- "Oppressive Autocracy" -> "Only Elite jobs can produce Amenities" but also clerks and civilians. Maybe worth to note "Forbids Holotheaters and Medical Centers". "Only Elite jobs have Amenities upkeep" but no one does have it.
- "Mining League" -> "Mineral Purification Plants provide +1 Polititian" but they don't.
- "Machine Cult" -> "Starts with Robotic Workers technology, 4 robotic pops, and Mecha-Monastery and Robot Assernbly Plant buildings" but there is no any of that exept Robotic Workers tech.
Note update
- "Efficient Bureaucracy" -> "[bureaucrat.GetIcon]..." instead of actual icon and plural name
- "Private Prospectors" -> "📈: -33" where 📈 is just Traders job icon.
EDIT 2: Don't know what is from original game an what from mod, still trying to find out myself and filter only important civics. For now, I'm constantly editing this post until I write "EDIT 3"
EDIT 3: That's a little overboard from me... but I hope it will help.
EDIT 4: Copy-pasted that post to main bug report disscussion, because I did it all too fast