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Colonization Madness III

Posted: Sun May 22, 2022 11:20 pm
by mordachai
So here's another example.

This time you can see that the automation has made an additional colony ship - beyond what is required - and appears to be filling it with humans - to go colonize a world that I recently colonized already.

This is what I mean by "out of sync":
Note that Ceeple is already colonized by me. They are not neutrals, those are my folks. Yet it's listed as a colonization target.
Failure to ack colonization.png
Failure to ack colonization.png (457.7 KiB) Viewed 350 times
It very obviously has totally failed to acknowledge that this world is colonized - and needed to be deleted from the colonization orders entirely. Thence a lot of automation "decisions" are whack. This is what I mean by "once it fails, it never gets it right again." It's now off in its own universe - where worlds and orders have no relationship anymore.

Save included. "Fading Scout" is the colonizer that is whack this time.

Re: Colonization Madness III

Posted: Sun May 22, 2022 11:21 pm
by mordachai
I wonder if this bug could be related to the one where absorbing the human slave world into your empire sometimes spontaneously reverses itself and they become a new empire?

LIke - the game simply fails to ever mark colonized worlds as colonized properly?

Re: Colonization Madness III

Posted: Sun May 22, 2022 11:29 pm
by Sabranan
The Ancient Slave Colony issue was entirely down to the event not being disabled correctly if someone other than the Mortalen encountered them first.

It was resolved a good while ago and shouldn't be related to this.