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Hardship Ready law penalizing planets with no tech requirement.

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8 years ago
May 19, 2017, 10:11:22 PM

Started a game as Horatio, colonized a jungle planet one system over, I'm getting -50% FIDS from pops on said jungle planet. Technically the law is doing what it says, it's causing a 50% FIDS penalty on a planet I don't have the related technology for, except there is no jungle planet colonization technology I can research as Horatio since it's a default planet type. I'm guessing this issue was created when you changed the Riftborn colonization system and added tech requirements for them to colonize fertile planets? Even though the techs are Riftborn only, the Hardship Law sees the tech exists and penalizes factions who don't have it?

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8 years ago
May 20, 2017, 1:16:46 AM

I think this actually needs attention.  I haven't finished testing it, but I'm wondering if this is an issue for anyone that starts with a different start than Riftborn.


I'm not sure I understand exactly what the change was that caused this.  I see that different races are starting with different base colonizable worlds.  For instance the Riftborn start with snow, and it seems like Arctic.

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8 years ago
May 20, 2017, 12:57:32 PM

I have been thinking more about this.  With the way different races start with the ability to colonize different worlds in is no longer intuitive as to what colonization you have from the start.  I think at the beginning of the lower research tree it should have a thing that shows you what your race / type has to start with.  This could also be used to calculate against for hardship law.

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8 years ago
May 20, 2017, 1:53:11 PM

Riftborn start with Ice, Arctic, Ash, Lava, Barren, Toxic and snow. Have to research everything else.

Everyone else starts with Terran, Jungle, Boreal, Forest, Monsoon, Atoll, Ocean and have to research everything else.


I have played a 70ish hours of ES2 and this wasn't easy to work out.  We really need a way to know which colonization flags we start with on the research screen.

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