A few miscellaneous questions
Moderator: Vic
A few miscellaneous questions
I'm currently using 1.03 standard non beta version.
1. Is it intended that Walkers use Guns(howitzer etc) instead of Quad Machineguns(as is implied in the flavour text, and in the GR Walkers that use them)?
2. Is it really so that only Monitor Tanks can use Tactical Nukes? If so, I think the description text should be changed, since it implies that Artillery units can use them as well.
3. How can I build Automated MGs? They don't show up in the build menu, either as independent units or as part of an OHQ unit. (To clarify, I can make Automated Turrets, but not Automated MGs). Also, neither Automated unit appears to have hitpoints at all. Is this working as intended?
4. Is my game bugged since my Robot Soldiers don't have graphics, but only a floating gun in the air?
5. Can Nuclear(Tactical nuke, Atomic missile, etc) technologies be invented without the Nuclear Plant having been Researched? If they can't, you should include this in some description. Currently it states that I can Discover the techs, yet the detailed report on the matter says I can't discover anything, despite them being evidently available. Yet, in several games, whenever I've researched Nuclear Plants, I instantly get the other nukes techs in quick succession despite them being there for dozens of turns before that.
6. Is it possible to keep a peaceful state with the AI? No matter what I do, no matter if they're Republican Realpolitikers, every AI player always declares war on me at a fairly early time, no matter how much I try to appease them. Things seem to be going fine, then a story event fires that says "They now hate you", and there's nothing I can do, the relationship just goes to Cold, then a few turns later they declare war.
Thanks for any answers.
1. Is it intended that Walkers use Guns(howitzer etc) instead of Quad Machineguns(as is implied in the flavour text, and in the GR Walkers that use them)?
2. Is it really so that only Monitor Tanks can use Tactical Nukes? If so, I think the description text should be changed, since it implies that Artillery units can use them as well.
3. How can I build Automated MGs? They don't show up in the build menu, either as independent units or as part of an OHQ unit. (To clarify, I can make Automated Turrets, but not Automated MGs). Also, neither Automated unit appears to have hitpoints at all. Is this working as intended?
4. Is my game bugged since my Robot Soldiers don't have graphics, but only a floating gun in the air?
5. Can Nuclear(Tactical nuke, Atomic missile, etc) technologies be invented without the Nuclear Plant having been Researched? If they can't, you should include this in some description. Currently it states that I can Discover the techs, yet the detailed report on the matter says I can't discover anything, despite them being evidently available. Yet, in several games, whenever I've researched Nuclear Plants, I instantly get the other nukes techs in quick succession despite them being there for dozens of turns before that.
6. Is it possible to keep a peaceful state with the AI? No matter what I do, no matter if they're Republican Realpolitikers, every AI player always declares war on me at a fairly early time, no matter how much I try to appease them. Things seem to be going fine, then a story event fires that says "They now hate you", and there's nothing I can do, the relationship just goes to Cold, then a few turns later they declare war.
Thanks for any answers.
RE: A few miscellaneous questions
1. Seems to be intended:
"Walker
The Walker is a hydraulics based biped that functions much like tank but due to its locomotion can traverse hard terrains (much like infantry). Due to its Heavy Machine Guns it is very effective against especially softer targets.
Heavy Walker
Much like regular Walker, but build with a larger chassis. It can support a Gun of up to 180mm. Its main role would be to destroy enemy Walkers and heavier equipment."
2. This may be a Beta change. I am not sure.
3. Automated MG and Automated Turrets are Models, that need to be dsicovered. See Management -> Type.
Also yes, they do have HP. Otherwise a light breeze would destroy them in every combat.
4. I can not say, have not gotten to robot soldiers yet.
5. That required tech is not shown was fixed in the beta. Same that some Models had broken prequisite models (Walker needs heavy tank).
6. The beta has a number of Diplomatic Improovements. Also, the Leading faction of a Major can and will change. The Secret Service has ways to make sure the "right" ones stay in power.
"Walker
The Walker is a hydraulics based biped that functions much like tank but due to its locomotion can traverse hard terrains (much like infantry). Due to its Heavy Machine Guns it is very effective against especially softer targets.
Heavy Walker
Much like regular Walker, but build with a larger chassis. It can support a Gun of up to 180mm. Its main role would be to destroy enemy Walkers and heavier equipment."
2. This may be a Beta change. I am not sure.
3. Automated MG and Automated Turrets are Models, that need to be dsicovered. See Management -> Type.
Also yes, they do have HP. Otherwise a light breeze would destroy them in every combat.
4. I can not say, have not gotten to robot soldiers yet.
5. That required tech is not shown was fixed in the beta. Same that some Models had broken prequisite models (Walker needs heavy tank).
6. The beta has a number of Diplomatic Improovements. Also, the Leading faction of a Major can and will change. The Secret Service has ways to make sure the "right" ones stay in power.
RE: A few miscellaneous questions
3. Automated MG and Automated Turrets are Models, that need to be dsicovered. See Management -> Type.
Also yes, they do have HP. Otherwise a light breeze would destroy them in every combat.
I have already made an Automated MG model, so I should be able to make them. Automated Turrets need MGs to be discovered and built, so since I can make turrets I should be able to make MGs as well. Is it a bug, then? Is it only in my version(so should I clean install) or is it common?
Also, I can't see the Automated Turret's HP. See screenshot. Is it a graphical bug on my part or is there something I'm not understanding?
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RE: A few miscellaneous questions
Even non-Heavy, regular Walkers can only take tank type guns (howitzer, HV gun, energy cannons) instead of Quad MGs of any type, which I think is not WAI
RE: A few miscellaneous questions
Ah, some bonus questions.
7. How can I get Crime Syndicates on my territory? I've only seen them twice on my 7 or so games, each time for only a few turns before they disappeared. Compared to that, Corporations and Cults exist in every game.
8. How can I get the Corporation Stratagem cards more reliably? The ones like Corporate Discovery, Corporate Prospecting, Corporate Leader, etc. I believe you get them from a high relationship, but can you invest points to get them like the other cards? If so, which organization is it that gives them? If not, how can I get a better relationship outside of random events? Buying a corporate board membership pass doesn't seem to increase it.
9. Do technology research costs increase with each one researched, or are they static? Tech research seems really slow at late game no matter what. Wonder if I'm missing something? I'm building as many bureaucracy offices as I can, putting down research bonus assets, giving a large budget to the research things, putting them to focus on research, etc, yet as soon as I hit the Laser technologies progress halts to something like 10% per turn.
PS. Thanks for the answers to my previous questions.
7. How can I get Crime Syndicates on my territory? I've only seen them twice on my 7 or so games, each time for only a few turns before they disappeared. Compared to that, Corporations and Cults exist in every game.
8. How can I get the Corporation Stratagem cards more reliably? The ones like Corporate Discovery, Corporate Prospecting, Corporate Leader, etc. I believe you get them from a high relationship, but can you invest points to get them like the other cards? If so, which organization is it that gives them? If not, how can I get a better relationship outside of random events? Buying a corporate board membership pass doesn't seem to increase it.
9. Do technology research costs increase with each one researched, or are they static? Tech research seems really slow at late game no matter what. Wonder if I'm missing something? I'm building as many bureaucracy offices as I can, putting down research bonus assets, giving a large budget to the research things, putting them to focus on research, etc, yet as soon as I hit the Laser technologies progress halts to something like 10% per turn.
PS. Thanks for the answers to my previous questions.
RE: A few miscellaneous questions
Regarding 9; Not all technologies have the same BP cost per 1% of progress, you can find these costs in the organization report screen for the relevant organization doing the research when the technology is being researched. There's a soft cap (was bugged as a hard cap) on how much BP you can shove at any effort. Above 100 BP you start seeing diminishing returns from investing more.
RE: A few miscellaneous questions
7. "You have a higher chance to have a Crime Syndicate becoming active during your first 10 rounds of play. But after they can still appear (or re-appear after being destroyed). The higher your Enforcement Profile the less chance you will have that a Crime Syndicate is created in one of your Zones. From Enforcement score 60 and above it will never happen."
However there are some reports culst might also be supressing it.
8. There are no Strategems by those names in the ingame Stratagem Encyclopedia or the Handbook. Please provide a screenshoot of what you mean/make sure you got the name right.
9. Pretty sure they are static. However getting 3 techs in 1 group unlocks more group(s), wich in turn means there is more tech discovery may discover. Reseraching too much to quickly can thus ruin our chances of gettin the techs you actually need.
However there are some reports culst might also be supressing it.
8. There are no Strategems by those names in the ingame Stratagem Encyclopedia or the Handbook. Please provide a screenshoot of what you mean/make sure you got the name right.
9. Pretty sure they are static. However getting 3 techs in 1 group unlocks more group(s), wich in turn means there is more tech discovery may discover. Reseraching too much to quickly can thus ruin our chances of gettin the techs you actually need.
RE: A few miscellaneous questions
ORIGINAL: Hazard151
Regarding 9; Not all technologies have the same BP cost per 1% of progress, you can find these costs in the organization report screen for the relevant organization doing the research when the technology is being researched. There's a soft cap (was bugged as a hard cap) on how much BP you can shove at any effort. Above 100 BP you start seeing diminishing returns from investing more.
Right, thanks. I was thinking that it might be the case. I guess the cost is individual, instead of based on which tier of the tech tree the technology sits at.
8. There are no Strategems by those names in the ingame Stratagem Encyclopedia or the Handbook. Please provide a screenshoot of what you mean/make sure you got the name right.
Didn't remember the names since I didn't have the cards, but now I got one so I can show it. These gold cards in general are what I meant. "Prospect Ops" is the name, it seems(check picture to be sure)
Thanks for the answers.
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RE: A few miscellaneous questions
ORIGINAL: Hazard151
Regarding 9; Not all technologies have the same BP cost per 1% of progress, you can find these costs in the organization report screen for the relevant organization doing the research when the technology is being researched. There's a soft cap (was bugged as a hard cap) on how much BP you can shove at any effort. Above 100 BP you start seeing diminishing returns from investing more.
Hmmh, you say it was bugged as a hard cap... Was this perhaps corrected only just recently in the beta branch? Since by checking my progress right now, it definitely seems like it's hard capped to 100. See the red-boxed numbers. I should most assuredly be getting way, way more percentages, yes? Or am I misunderstanding something?

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RE: A few miscellaneous questions
Thats different than what happened on my savegame. I was playing on 1.03-beta5 and Start of Turn Log for Economic Council was as follows:
"Task 'Research' received 649BP. This is more than the optimal efficiency limit of 100BP. BP has been reduced with -336 to 313BP."
"Task 'Research' received 649BP. This is more than the optimal efficiency limit of 100BP. BP has been reduced with -336 to 313BP."
RE: A few miscellaneous questions
ORIGINAL: Tonzint
Thats different than what happened on my savegame. I was playing on 1.03-beta5 and Start of Turn Log for Economic Council was as follows:
"Task 'Research' received 649BP. This is more than the optimal efficiency limit of 100BP. BP has been reduced with -336 to 313BP."
Ah, then it must have been fixed in the beta branch. Thanks, won't be reporting it then.
Edit: Yup, that was it. Now that I have the beta branch things are golden and the tech rate is WAY higher.
RE: A few miscellaneous questions
It was fixed back in 1.03beta1;ORIGINAL: Tiavals2
ORIGINAL: Tonzint
Thats different than what happened on my savegame. I was playing on 1.03-beta5 and Start of Turn Log for Economic Council was as follows:
"Task 'Research' received 649BP. This is more than the optimal efficiency limit of 100BP. BP has been reduced with -336 to 313BP."
Ah, then it must have been fixed in the beta branch. Thanks, won't be reporting it then.
Edit: Yup, that was it. Now that I have the beta branch things are golden and the tech rate is WAY higher.
"-Fixed a glitch with BP above 100 in 1 task being capped in the wrong way. You can now effectively assign more than 100 BP to a single task. "