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Post by Deleted on Nov 25, 2014 0:21:05 GMT -5
The political system has been acting kinda funky lately. First off, whenever I have two trade alliances and try to make another trade route via trade summit, its almost always blocked by other politics. This doesn't make sense as positive politics shouldn't prevent more positive politics. Second, whenever I have two trade routes and try to make a third, I often get the trade agreements reinforced message as opposed to a new trade route, despite the room for another one. Lastly, I can buy (but not subsidize) treaties no matter my treasury, and my treasury will simply become 0. This means I can have a negative treasury, buy any treaty I want and my treasury will actually INCREASE to 0.
Samsung Galaxy s3
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Post by abysmal on Nov 25, 2014 8:44:38 GMT -5
Actually, this sounds just about what I have. Maybe if we work on positive ones we should have an option to either reinforce or to make a new one. My treasury doesn't revert to 0 though. Probably would make my empire be a bit more smoothly. Have a balance of -5k.
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AA
Templar
Torps away!
Posts: 1,382
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Post by AA on Nov 25, 2014 9:05:49 GMT -5
I have a balance of -200k/-500k
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Post by fallen on Nov 25, 2014 11:44:33 GMT -5
@starfixer - can you further explain the exact situation you are getting that sets your negative treasury to 0? Others are reporting that doesn't happen on their devices, and I don't see it here on mine either.
In short - positive politics can block positive politics. Reinforcing treaties is good.
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deucemaccoy
Curator
[ Star Traders 2 Supporter ]
Posts: 55
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Post by deucemaccoy on Nov 25, 2014 14:24:24 GMT -5
That is true, however not at the constant sacrifice of creating NEW treaties. I have had a single Trade Alliance for a game year now. I keep using Trade Summit to start a new trade route but it constantly, every time, keeps enforcing the current alliance rather than create a new route. That used to be a pleasant surprise every now and again, but since the recent upgrade the system seems to be looking at the first treaty only, instead of checking to see if all 3 are filled.
That may be a perception. But it's hard to ignore 6 treaty reenforcements in a row, when that treaty is the only one I have active.
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Post by fallen on Nov 25, 2014 16:57:47 GMT -5
deucemaccoy - thanks for the details. Still sounds like its a reinforcement role. Do you have other positive treaties that you could use to try to shake up the situation as opposed to repeating the same action over and over again? Perhaps research some new treaties?
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deucemaccoy
Curator
[ Star Traders 2 Supporter ]
Posts: 55
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Post by deucemaccoy on Nov 25, 2014 19:25:04 GMT -5
I'm researching one now, actually. What would be the point of trying a different 'positive' treaty if I only have one trade alliance? Aren't the other treaties based upon changing a trade route to other forms of treaties?
Maybe I wasn't as clear as I tried to be -- the one trade alliance was the only treaty I had active. I have been trying to get a second route that I could then upgrade to a trade alliance. Before this recent upgrade, whenever I had an 'open' treaty slot and I performed a route treaty, I almost always got another route (if it passed). I usually only got a reinforcing action when either all 3 were already trade routes, or if I had 2 or fewer routes and 1 or more negative treaties.
Now, it feels like all the trade route treaty does is reinforce the first active treaty. This never happened if I had other 'slots' available.
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Post by Deleted on Nov 26, 2014 3:30:22 GMT -5
@starfixer - can you further explain the exact situation you are getting that sets your negative treasury to 0? Others are reporting that doesn't happen on their devices, and I don't see it here on mine either. In short - positive politics can block positive politics. Reinforcing treaties is good. When I buy a treaty with less than the required amount of credits, it reverts to 0. There are no specific conditions for me except buying a treaty and having less than required credits. Subsidizing treaties also doesn't cost more. For positive politics blocking positive politics, it would be nice if the message saying a treaty was blocked was more specific, such as why and how it was blocked. I cannot imagine how two alliences could block a trade treaty at all, let alone over and over again. And it doesn't even reinforce the alliences, it's just blocked. If anything, the alliences should promote more trade routes, not hinder them. There are no treaties that reinforce alliences or trade alliences, only trade routes.
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Post by Deleted on Nov 26, 2014 3:39:37 GMT -5
deucemaccoy - thanks for the details. Still sounds like its a reinforcement role. Do you have other positive treaties that you could use to try to shake up the situation as opposed to repeating the same action over and over again? Perhaps research some new treaties? I've tried varying trade summit with spice treaty, thinking the variation would prevent it from being blocked. It didn't. Currently there are 3 types of positive politic treaties: those that make trade routes, those that transform trade routes into trade alliences and those that transform trade alliences into alliences. When you have only alliences or trade alliences without Cadar (they provide you with the trade alliance to alliance treaty), you cannot do anything except try to make more trade routes. Prehaps a new trade route treaty that not only has a high chance if success but also not being blocked/reinforcing old treaties would be a solution. I'd certainly pay a bit extra for that.
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Post by Cory Trese on Nov 26, 2014 20:45:14 GMT -5
All e-mails and long political threads recently point to a 100% happiness rate among players. Personally I'm playing around 2 hours a day of ST 4X and I'm super, super happy with the politics system (on PC, iPad and Android.)
The new stacking and cross-blocking rules are an absolute victory it seems -- especially based on player feedback. At this time I do not see any changes being made to the blocking and stacking ruleset, just because it works so well.
I did find a bug with negative credits and treaties, and of course that will be fixed in the next release.
Your missing the stacking features on TRT -- jamming those will trigger your duration stack and you'll get best results.
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Post by Deleted on Nov 27, 2014 6:12:38 GMT -5
All e-mails and long political threads recently point to a 100% happiness rate among players. Personally I'm playing around 2 hours a day of ST 4X and I'm super, super happy with the politics system (on PC, iPad and Android.) The new stacking and cross-blocking rules are an absolute victory it seems -- especially based on player feedback. At this time I do not see any changes being made to the blocking and stacking ruleset, just because it works so well. I did find a bug with negative credits and treaties, and of course that will be fixed in the next release. Your missing the stacking features on TRT -- jamming those will trigger your duration stack and you'll get best results. That's fine, as long as the blocking from alliences is intentional. Personally, I'm happy with the political system too, I was just a little confused. I'm glad you found the bugs. Also, can you elaborate on that last sentence? It sounded like you were saying how to get best results for passing treaties, but I didn't understand any of it.
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Post by akawolfywolf on Dec 11, 2014 18:34:42 GMT -5
I am playing Elite on a kindle Fire HDX. When in the politics screen, selecting a new treaty often crashes the game. It will continue to do this until I End Turn. Then I can go back and select a new treaty task. However, clicking the back button, regardless of if I do anything, my money goes to a zero balance. Nice bug if I have a negative balance, bad when I have a positive balance. Means I have to ignore politics if I want money. I don't know if it is related, but the same time this started, I noticed clicking a ship can sometimes cause my money and my profit to become a different number and negative as well as cause that ships water/fuel to become empty. Like I am finishing a turn so I want to colonize a world. If I touch the transport ship the fuel shows correct for a fraction of a second then the screen flickers (redraws?) And the fuel goes to zero while my money and profit both change to negative numbers. But I haven't had a negative become positive.
I am playing the Great houses on Hard, 2 enemys, map:The Rim 100 x100 Map (62 worlds) resources abundant. Elite only map.
I do not notice anything but the crashing in exiting the political screen in my other games. Normal, mixed factions, 1 enemy maps average resources. Not Elite only maps.
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Post by fallen on Dec 11, 2014 22:38:00 GMT -5
akawolfywolf - thanks for the report. Can you check the version printed on the main menu of the game? This sounds like a report from a previous version.
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Post by akawolfywolf on Dec 12, 2014 11:09:25 GMT -5
akawolfywolf - thanks for the report. Can you check the version printed on the main menu of the game? This sounds like a report from a previous version. I am playing version. 1.7.3. I checked the timing and seen that the money's go to zero after the update to this version and that is when the crashing stopped all the time in the political system.
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Post by fallen on Dec 12, 2014 11:11:57 GMT -5
akawolfywolf - good to hear that we've cleaned out most of the crashing, but its unfortunate you've still got some issues. Are there any patterns you can see to how it is crashing now?
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