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oovz

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May 17, 2016
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Love the game so far but a few bugs/glitches I noticed:

1. Port 6 of the vanguard campaign is a level 5 industrial complex but is giving me 15 science per turn. Either a Port 6 glitch or industrial level 5 glitch not sure.

2. The "milestone charge stations" count down the recharge in a weird way. After 1 turn to recharge I would expect it to be operational again when I press end turn. But instead it changes to "0 turns to recharge". So it's basically 1 more turn of waiting than you would initially expect.

3. The pathing gives incorrect turns over long distance. It'll say something like 3 turns to get to a destination but in the end it's actually 5 turns. I don't think it's correctly looking at when you go off road vs when you are on road.

4. "Generate knowledge" says it gives 50% science in the tech tree but only 25% when in the work queue.

5. On turn 1 you can't collect research from pops but you can put pops down there, effectively wasting them. It should not be an option to do so. Should work like happiness slots where you can't put people in until you have the building. I actually think technology should be working on turn 1 so that we can see the tech tree a bit when we start a new faction and help make a plan.

6. When taking over a landmark it doesn't give you the correct surrounding vision. However if you save the game and load it, all of a sudden you can see an additional 2-3 tiles into the adjacent lands.

7. I hate how generate energy becomes the default build after everything completes. I've wondered many times why my energy production jumped up after a new turn. When the queue completes it should ask us what we want next. Don't throw in generate energy as a default. It's confusing. I go from thinking I have a turn of extra energy to "wow I'm bankrupt." When I do choose to produce it, let it continue forever. I don't need to check on it every turn. The icon for it says "infinity" so I'm assuming it was meant to work forever but it does not.

8. The diplomacy screen does this really slow fade in that's really annoying. I want to get in and get out of the screen not wait for some weird fade in. Maybe it needs to load some information or something but it feels like it was intentionally slowed down. I see no benefit. All the other screens load really fast.

9. Want see how much energy, cosmite, etc a player is making per turn and how much is in their bank. Would be helpful to know in the trade screens.
 
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Well Port 6 has I think +60 production and +30 energy listed as bonuses. So those must the 2 resources you are speaking about. It's also giving +15 science due to "production exploitation 5." Maybe at level 5 you get some extra bonus or something but I couldn't find a reason anywhere. It's an undocumented bonus as far as I can tell. Maybe after work I can post a screen shot to be more clear. At level 5 you are supposed to get +15 production and some other bonuses. I think it's accidentally programmed +15 science as well.
 
7. I hate how generate energy becomes the default build after everything completes. I've wondered many times why my energy production jumped up after a new turn. When the queue completes it should ask us what we want next. Don't throw in generate energy as a default. It's confusing. I go from thinking I have a turn of extra energy to "wow I'm bankrupt." When I do choose to produce it, let it continue forever. I don't need to check on it every turn. The icon for it says "infinity" so I'm assuming it was meant to work forever but it does not.

Could not agree more. It was so confusing as a new player why energy production seems to randomly jump up and down out of my control every turn; I couldn't figure out what my budget should be. Then I figured out it was because of this.

You would think maybe the reason it defaults to generate energy is so that you don't have to manually go set every colony to something before ending your turn, but it prompts you to select production in the colony anyway.