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AtomicWraith

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Jan 24, 2022
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Description
AI empires can not build shipyards

Game Version
v3.14.15 (dee9)

What version do you use?
Steam

What expansions do you have installed?
All

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
It was around the midgame I noticed about half the empires in the galaxy just stopped working, any of the ones that had their capital taken lost their only shipyard.
Jumped around in observer and tested things out with commands also in a fresh save.
Tested with and without mods, verified files, all the usual troubleshooting.

In the screenshot I started a fresh mod free game and destroyed the shipyard of an advanced ai with the damage command. All of the new starbases it builds are just anchorages, including its rebuilt capital base.

Steps to reproduce the issue.
Normal gameplay, the ai are stuck with their starting shipyard, and if they lose it they can't build a new one.

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This bug is still a big problem in 3.14.159 and a major disincentive towards playing the game
 
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I think it has to do with line 33 in the \common\starbase_types\00_starbase_types.txt file, within starbase shipyard's logic block.

This line
Code:
has_starbase_module = shipyard
basically says "build shipyard only if at least one shipyard already exists," ergo the bug.

You can create a mod (or just edit the vanilla .txt file if you don't use mod that edits the same file) to comment out this line. Based on my test it fixes the problem.

Note: I don't have Grand Archive so I can't tell if it breaks any DLC contents (this line did not exist in the previous version).
 
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Nice, I'll play around with that and see if it fixes the AI's anchorage fetish
 
I think it has to do with line 33 in the \common\starbase_types\00_starbase_types.txt file, within starbase shipyard's logic block.

This line
Code:
has_starbase_module = shipyard
basically says "build shipyard only if at least one shipyard already exists," ergo the bug.

You can create a mod (or just edit the vanilla .txt file if you don't use mod that edits the same file) to comment out this line. Based on my test it fixes the problem.

Note: I don't have Grand Archive so I can't tell if it breaks any DLC contents (this line did not exist in the previous version).

Removing this line does seem to fix the issue for normal ai empires at least. I just don't know if that will mess with beastports or any new stuff. I haven't noticed any issues in my modded game so far.
Maybe it is meant to mean something like: if you have the capability to build a shipyard?
 
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Personally I'd be surprised if the AI could even use beastports since its unclear if they are even capable of interacting with the vivarium
 
Hello!

Thank you for the report!

We are aware of the issue, it has already been added to our bug database.

I've also noticed that even with the shipyard patch in the comments, the AI still predominantly builds anchorages. This is s bit of an issue since it means they aren't building stuff like trade hubs or detection hubs
 
I've also noticed that even with the shipyard patch in the comments, the AI still predominantly builds anchorages. This is s bit of an issue since it means they aren't building stuff like trade hubs or detection hubs
In my current game I have occasionally switched empires to check and make sure things are not breaking.
I added 2 new little mods, one to fix the shipyard and one to fix machines not selling on the slave market.
I have noticed a few weird issues, like one empire saving 11,000 alloys and not building ships while losing a war despite having a shipyard on every starbase. Their energy was -200 though so maybe it was an economic choice.
I have seen some empires using amoeba fleets, and I see the AI capturing space creatures so that part seems to be working.
Most starbases are anchorages, but I have seen multiple detection and trade hubs.
So at a glance modding the shipyard appears to be working.