[1.09.02] Non-viable start (no water income)

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ydmatrix2
Posts: 197
Joined: Thu Jun 11, 2020 12:55 pm

[1.09.02] Non-viable start (no water income)

Post by ydmatrix2 »

The game starts with the premise of taking over the leadership of an existing culture of people, which presumably have some minimal self-sustaining infrastructure.

On a current start on a lava planet with no surface water and zero rainfall - the initial city has water-consuming agri-dome with no water income (and zero water in SHQ inventory). So the agri-dome is non-functional by default.

While there is an adjacent water deposit where I can build an ice mine, and I can buy water from traders if needed in the meantime - this start does not seem to make sense as being minimaly self-sustaining. I'd assume an existing private/public ice mine should be included in such a case.



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sotetvan85
Posts: 8
Joined: Sat Jan 22, 2011 12:49 pm

RE: [1.09.02] Non-viable start (no water income)

Post by sotetvan85 »

Hi!

Tech 3 start is super FUN!
Try tech 4 start with harder major AI.

Best Regards
zgrssd
Posts: 5102
Joined: Tue Jun 09, 2020 1:02 pm

RE: [1.09.02] Non-viable start (no water income)

Post by zgrssd »

Indeed the game is suppossedly hardcoded to provide a icemine in cases like that.

Could there be a icemine in the terrain of some neutral?
I had it that the game placed a icemine - only to have that icemine taken away by a neutral before I even got to act.
bvoid
Posts: 126
Joined: Thu May 16, 2013 10:42 am

RE: [1.09.02] Non-viable start (no water income)

Post by bvoid »

At least you got an ice deposit. In previous versions there was a very small chance you got none! That was fixed ;)
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BlueTemplar
Posts: 1074
Joined: Thu Apr 29, 2010 12:07 pm

RE: [1.09.02] Non-viable start (no water income)

Post by BlueTemplar »

Well, at least if you can find a hill nearby there are always wind traps... or does their production varies depending on water content of the atmosphere ?
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