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The ascension perk portion of the traditions page doesn't show up like it is shown in the Descriptiong photos. I don't know how else to access it. I made sure to start a new game and check if using it in an already started one worked, but that didn't seem to be the problem.
http://prntscr.com/ezjx9b Unlike the photo in the description, the ascension perk portion isn't on the right-hand side.
Thanks for reading and any and all assistance provided.
it seems to me u used the wrong multiplier for the Inspiration finisher.
Energy is working fine but the minerals multiplier is multiplying the Base minerals you have ( you start with 5 Base mineral production). So in the end the Inspiration finsher givesyou 5% Energy and 0.25 minerals.
I definately agree that there is some black magic going on with mineral production, however in my tests the multiplier works as intended... at least, as much as it works for "Mining Guild" civic (I took modifier from there).
For starting empire I got before finishing Inspiration tradition tree next:
Monthly Gain: +11.31
From Effects: +5.00
Base: 5.0
Produced: +10.00
Ship Maintenance: -0.41
Consumer Goods (7.0 units): -3.27
After finishing Inspiration tradition (game was on pause all the time):
Monthly Gain: +11.96
From Effects: +5.25
Base: 5.0
Inspiration Tradition Finished: +5.00%
Produced: +10.40
Ship Maintenance: -0.41
Consumer Goods (7.0 units): -3.27
I am honestly not sure wtf is happening there as
1. Base is increased by 5% as intended
2. Produced is increased by less than 5% (why?!)
3. Monthly Gain is increased by more than 5% (that is okau?)
If you can present any numbers from your game then I will be glad to take a look at them.
When i'm looking at risk modifiers i only se the "To Boldly Go" being in effect. I did pick it up first and then S.S.P. (so it may even not work at all)
However I do not see the issue yet. Standardized Survey Protocols do exactly this: Survey Speed increased by +10%, Anomaly discovery chance increased by +15%
It means that this tradition pick increases the speed of survey and the chance of anomaly spawn at the survey's completion. Unlike To Boldly Go this tradition pick doesn't modify anomaly fail risk. Regarding the stacking of the anomaly spawn chance - I don't remember if I ran tests for 1.5 or 1.6 versions of the game but it was perfectly working back then. Maybe you can provide more information if there is indeed an issue?
EDIT: I've loaded a geme once again and all seems good. I did remember reading it and seeing 2 exactly same effects but it may have been my bad after all. Either that or one of the mods i was using besides yours got this screwed.
limit = {
owner = {
NOT = { has_authority = auth_machine_intelligence }
}
}
custom_tooltip = {
text = "requires_building_capital_1"
planet = {
OR =
has_building = "building_capital_1"
has_building = "building_capital_2"
has_building = "building_capital_3"
}
}
}
}
I think there is missing { after OR =
Adding to the bug that Giggles posted above, I am playing a normal empire and im having the same issue.
It states that I require a planetary administration on the planet to build the fleet coordination centre, even though I do have one on that planet.