Post by dadacp on Jul 25, 2015 12:35:44 GMT -5
I can start work on a new diplomatic treaty even if I don't have enough credits to pay for it. If I don't have enough credits, the treaty will simply take whatever I have and leave me with zero credits. I tend to use up my credits on improvements to my colonies and then get the diplomatic treaty for next to nothing in terms of credits.
I started work on a new treaty, a "Trade Alliance". The text says that it costs 250 EP and 1000 credits with a 65% chance to succeed in turning a trade route into a trade alliance. Since I had only 79 credits left after spending the rest, and produced 129 EP per turn, it seemed to be obviously better than "Trade Treaty" (which costs 200 EP and 400 credits with a 50% chance to succeed in turning a trade route into a trade alliance). I would spend the same small amount of credits and anyways be finished in 2 turns either way. But it didn't work out that way. 2 turns later I look and see I have spent 269 of 500 EPs needed to finish "Trade Alliance". If "Trade Alliance" actually costs 500 EPs, it make no sense to ever choose it unless I am producing over 500 EPs per turn.
After 4 turns I get the message "Project 'Trade Alliance' successful", but I don't know if it extended my existing Trade Alliances or not.
So, to list the bugs:
1. Diplomatic treaties don't actually require the credits stated.
2. "Trade Alliance" misstates the EP cost.
3. "Trade Alliance" is imbalanced relative to "Trade Treaty".
4. When project "Trade Alliance" is successful, and there are Trade Alliances in effect but no Trade Routes in effect, one does not know what successful completion does.
I have the saved game files and can send them by email if desired.
I do love the game, and have purchased it for both my Android phone (Google Play) and my PC (Steam). I prefer playing on the PC, with the bigger screen and the chance to easily back up my saved game files (to be found in Windows 8 under Users/<name>/AppData/Local/FactionWars).
I started work on a new treaty, a "Trade Alliance". The text says that it costs 250 EP and 1000 credits with a 65% chance to succeed in turning a trade route into a trade alliance. Since I had only 79 credits left after spending the rest, and produced 129 EP per turn, it seemed to be obviously better than "Trade Treaty" (which costs 200 EP and 400 credits with a 50% chance to succeed in turning a trade route into a trade alliance). I would spend the same small amount of credits and anyways be finished in 2 turns either way. But it didn't work out that way. 2 turns later I look and see I have spent 269 of 500 EPs needed to finish "Trade Alliance". If "Trade Alliance" actually costs 500 EPs, it make no sense to ever choose it unless I am producing over 500 EPs per turn.
After 4 turns I get the message "Project 'Trade Alliance' successful", but I don't know if it extended my existing Trade Alliances or not.
So, to list the bugs:
1. Diplomatic treaties don't actually require the credits stated.
2. "Trade Alliance" misstates the EP cost.
3. "Trade Alliance" is imbalanced relative to "Trade Treaty".
4. When project "Trade Alliance" is successful, and there are Trade Alliances in effect but no Trade Routes in effect, one does not know what successful completion does.
I have the saved game files and can send them by email if desired.
I do love the game, and have purchased it for both my Android phone (Google Play) and my PC (Steam). I prefer playing on the PC, with the bigger screen and the chance to easily back up my saved game files (to be found in Windows 8 under Users/<name>/AppData/Local/FactionWars).