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Avoid impossible demands
Posted: Sun Mar 30, 2025 6:47 pm
by gravitasshortage
I'm late in the game on a low-population planetoid, and getting ready for a new atomic apocalypse. Every few turns, my factions demand a sizable increase in BP or BP-assets level. There is no way this is possible: my BP assets are maxed, and the population too low to even increase one level, let alone the 4 often requested. Attacking the only faction left, a huge superpower, seems a bit much to ask, even if cities could be seized and assets repaired in 6 turns, which they can't.
Every time I have to refuse, I lose 6 points of Thinking, which has ruined my leaders' happiness and research. Is there a way to implement a simple check to see if a demand can be reasonably fulfilled before making it?
Re: Avoid impossible demands
Posted: Wed Apr 02, 2025 5:40 am
by Don_Kiyote
gravitasshortage wrote: Sun Mar 30, 2025 6:47 pm
I'm late in the game on a... planetoid.
Hello, I'm not official or anything but it sounds like a bug, a procedural bug, and it would probably help to post a save-game so someone can have a closer look.
Just briefly, since I'm almost always in the early-game (slow, low pop) stages, I'm only rarely met with numerically impossible demands. Actually, 'never' is closer to the truth; excepting hex-hold challenges, which can easily be beyond of any possible logistics coverage.
In general, I'm impressed by how well chosen the demands are, and sometimes I wonder how they are assembled such that they often are just barely possible
if you move all your efforts towards them.
But population, of course, can not be created quickly. And those repeated demands have *ruined* your run

its true
Re: Avoid impossible demands
Posted: Thu Apr 03, 2025 6:23 pm
by JeanleChauve
gravitasshortage wrote: Sun Mar 30, 2025 6:47 pm
I'm late in the game on a low-population planetoid, and getting ready for a new atomic apocalypse. Every few turns, my factions demand a sizable increase in BP or BP-assets level. There is no way this is possible: my BP assets are maxed, and the population too low to even increase one level, let alone the 4 often requested. Attacking the only faction left, a huge superpower, seems a bit much to ask, even if cities could be seized and assets repaired in 6 turns, which they can't.
Every time I have to refuse, I lose 6 points of Thinking, which has ruined my leaders' happiness and research. Is there a way to implement a simple check to see if a demand can be reasonably fulfilled before making it?
To avoid this kind of disappointment, you can reduce one of your bureaucratic assets to 75%, so you can resolve the next request by restoring production to 100%.
Re: Avoid impossible demands
Posted: Fri Apr 04, 2025 7:25 am
by Don_Kiyote
Good idea^. Its a work-around, but maybe the game will relent.
Won't work for Asset-level demands, though.