These are some bugs that I am experiencing, in no particular order. I haven't found a place to report them except post it here, so that's what I'm gonna do. I don't know if you were aware of all of these. I thought they would get fixed when QA got back to work, but they stayed so I'm writing them down here.
1. When starting a game the empires around you are suspiciously similar to you, or each other, in ethos and traits. For example, I once got 3 empires around me, each of them had the sociologist trait, they were mostly xenophiles like me, and most of the species surrounding me had ocean preference. There were many surrounding empires, each had something in common with every one else. I guess it could be coincidence, because I don't know if there is some algorithm that could cause it. But as I said it seems suspicious as I've seen it in the few games I have started recently.
2. Occupied systems showing wrong flag on the occupier.
3. Merging two fleets that each have a leader causes a bug. the leader can't be removed, or I'm not sure what happens, but on the fleet the leader is stuck. It is unclear who is actually the leader if you also look at the leader screen. Only way to fix it seems to be to fire the leader or wait until its death.
4. The AI persists to control federation fleets even though you have become president. You are both able to command it.
5. Edicts like infrastructure projects only apply to orders you queue up after the edict is activated. Which makes sense in a way, because you already payed for it. But the construction time isn't decreased either. You have to cancel all the projects and order them again if you want to make use of the edicts effects. It is a bit annoying as you often realize the edict would help after you already queued up all those constructions.
6. AI fleets often get stuck in a mode were they can't decide what to do. For example, if it wants to attack an enemy fleet, but it also wants to return to its home system, it will get stuck rapidly alternating between the two orders. The simplistic movements of the AI can be exploited quite easily. They need to get their priorities straight. One exploit is to put a lone corvette to constantly circle the edge of a system. The AI fleet will follow it but never catch up. Meanwhile you invade all their planets (except the capital system which has a higher priority for the AI).
7.When reforming the government the name of the empire changes, as well as the ship prefix.
8.You technically go over the limit of colonized system while the new one is in the process of colonizing. It isn't showed until after, but the effects of "inefficient planet management" still apply. If you 'fix' the problem before the new colony completes by putting a system in a sector, the effect stays, even though it shouldn't.
9. Removing all pops on a planet of course ceases the colony from being a colony, but it also removes any potential frontier outposts in the system. It's bad if you want to keep the system in your borders but want to remove the pops from the colony. Maybe you wanted to terraform it.
10. Pops genetically modifying themselves into a different species become blank. They have no portraits and have names like "Meta-" or, "Super-", instead of "Meta-Human", etc. Here is a picture:
It looks like the tiles are empty but they are not, as you can see they are very happy.
11. Trying to liberate a protectorate doesn't really work well. The overlord or any other empire for that matter can just make them a protectorate again immediately. So conquering those planets becomes practically impossible as you have a truce for 10 years, because of the guarantee of independence. Which brings me to my next point.
12. Guaranteeing independence of someone doesn't prevent them from being vassalized by threat or by will. I mean, by guaranteeing independence, you have basically declared that anyone trying to vassalize them will be seen as an act of war. War should ensue.
13. End crises don't work well. My last game with the scourge their fleets just sat idle in a system, they never tried to expand. In my current game, the unbidden ate the empire it spawned in but then it just kinda stopped expanding as well. The robot rebellion has only happened once and that was in the first iteration of the game, It was my first end game crisis. It worked as intended I think. Since then I've only forced one to happen. It was very hard, had to reset because the others would happen first. And when it finally did happen, it kind of didn't work very well.
14.The army cost -20% and garrison health +50% from the army veteran governor is not applied.
15. If you and some other empire both have a planet in one system so the space is shared, Other empires can build a frontier outpost, or military stations in that system, even though they don't have space there.
16. The extra precursor anomalies that were introduced recently, keep spawning even if you already have 6 and even if the chain is complete.
Those are the ones I can think of now. But I'm sure I have missed a few.
1. When starting a game the empires around you are suspiciously similar to you, or each other, in ethos and traits. For example, I once got 3 empires around me, each of them had the sociologist trait, they were mostly xenophiles like me, and most of the species surrounding me had ocean preference. There were many surrounding empires, each had something in common with every one else. I guess it could be coincidence, because I don't know if there is some algorithm that could cause it. But as I said it seems suspicious as I've seen it in the few games I have started recently.
2. Occupied systems showing wrong flag on the occupier.
3. Merging two fleets that each have a leader causes a bug. the leader can't be removed, or I'm not sure what happens, but on the fleet the leader is stuck. It is unclear who is actually the leader if you also look at the leader screen. Only way to fix it seems to be to fire the leader or wait until its death.
4. The AI persists to control federation fleets even though you have become president. You are both able to command it.
5. Edicts like infrastructure projects only apply to orders you queue up after the edict is activated. Which makes sense in a way, because you already payed for it. But the construction time isn't decreased either. You have to cancel all the projects and order them again if you want to make use of the edicts effects. It is a bit annoying as you often realize the edict would help after you already queued up all those constructions.
6. AI fleets often get stuck in a mode were they can't decide what to do. For example, if it wants to attack an enemy fleet, but it also wants to return to its home system, it will get stuck rapidly alternating between the two orders. The simplistic movements of the AI can be exploited quite easily. They need to get their priorities straight. One exploit is to put a lone corvette to constantly circle the edge of a system. The AI fleet will follow it but never catch up. Meanwhile you invade all their planets (except the capital system which has a higher priority for the AI).
7.
8.
9. Removing all pops on a planet of course ceases the colony from being a colony, but it also removes any potential frontier outposts in the system. It's bad if you want to keep the system in your borders but want to remove the pops from the colony. Maybe you wanted to terraform it.
10. Pops genetically modifying themselves into a different species become blank. They have no portraits and have names like "Meta-" or, "Super-", instead of "Meta-Human", etc. Here is a picture:
It looks like the tiles are empty but they are not, as you can see they are very happy.
11. Trying to liberate a protectorate doesn't really work well. The overlord or any other empire for that matter can just make them a protectorate again immediately. So conquering those planets becomes practically impossible as you have a truce for 10 years, because of the guarantee of independence. Which brings me to my next point.
12. Guaranteeing independence of someone doesn't prevent them from being vassalized by threat or by will. I mean, by guaranteeing independence, you have basically declared that anyone trying to vassalize them will be seen as an act of war. War should ensue.
13. End crises don't work well. My last game with the scourge their fleets just sat idle in a system, they never tried to expand. In my current game, the unbidden ate the empire it spawned in but then it just kinda stopped expanding as well. The robot rebellion has only happened once and that was in the first iteration of the game, It was my first end game crisis. It worked as intended I think. Since then I've only forced one to happen. It was very hard, had to reset because the others would happen first. And when it finally did happen, it kind of didn't work very well.
14.
15. If you and some other empire both have a planet in one system so the space is shared, Other empires can build a frontier outpost, or military stations in that system, even though they don't have space there.
16. The extra precursor anomalies that were introduced recently, keep spawning even if you already have 6 and even if the chain is complete.
Those are the ones I can think of now. But I'm sure I have missed a few.
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