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Messages - knogleknuser

Pages: [1] 2
1
Starsector version: 0.95.1a-RC6

Alright, so what I am trying to do is in the following file

Inside of Starsector\starsector-core\data\config\settings

Currently, everything related to the contacts paragraph looks like this:

   "maxContacts":5,
   "contactMinMissions":5,
   "contactMaxMissions":9,
   "contactMaxMissionsWithPriorityBonus":12,
   "contactMissionUpdateIntervalDays":30,
   "priorityContactMaxNumMissionsBonus":4,
   "priorityContactMaxMissionQualityBonus":0.5,
   "defaultPotentialContactProbability":0.5,
   "potentialContactProbabilityAddPerFail":0.1,

-----

From what I can see, nothing changes about contacts in my saves or new games. They don't have additional missions max, or additional min mission, ect.
I have tried a few other values but nothing changes.

(They usually have 1 or 2 missions, if I am lucky, 3. Quite different from the minimum of 5)

(And yes, it is the right starsector, the one I am playing, all other changes work.)

I think either these settings need to be made in a particular way I am unaware of, (partially due to the fact that they have worked before.)
Or I suspect it is due to one of my mods overwriting vanilla settings, however, I have checked every single mods' data/config/settings for vanilla overwrites and found nothing that touches contacts.

I am using the following mods. They were all updated recently, to my knowledge only 'Unuausally Gullible Hulldmods' has a newer version.

  "yunru_pirate_collection",
  "yunrutechmining",
  "pantera_ANewLevel40R",
  "adjustable_skill_thresholds",
  "Adjusted Sector",
  "raccoonarms",
  "AttunedDriveField",
  "automatedcommands",
  "lw_autosave",
  "timid_commissioned_hull_mods",
  "su_Concord",
  "lw_console",
  "DetailedCombatResults",
  "diableavionics",
  "dronelib",
  "forge_production",
  "GrandColonies",
  "HMI",
  "gunnyhegexpeditionary",
  "hostileIntercept",
  "IndEvo",
  "Imperium",
  "JYD",
  "LTA",
  "lw_lazylib",
  "lockedAndLoaded",
  "logisticsNotifications",
  "luddenhance",
  "MagicLib",
  "more_hullmods",
  "nexerelin",
  "roider",
  "RC_Second_Wave_Options",
  "holdsforall",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "superweapons",
  "tahlan",
  "Terraforming & Station Construction",
  "transpoffder",
  "underworld",
  "US",
  "ungp",
  "UGH",
  "vayrasector",
  "vayrashippack",
  "whichmod",
  "XhanEmpire",
  "yunruhullmods",
  "yunru_midline_expansion",
  "yunru_misc_ships",
  "unpackblueprints",
  "yunrucore",
  "mir_np",
  "shaderLib"

Help is appreciated :)

2
I've got some bad news SirHartley, bug report, crash due to invasion, ambassador related.
And I am on the beta version of the mod. (h beta_2)

Invaded the last Tri-Tachyon colony in a randomly generated sector (By Nexeriln), the ambassador is saying that she is already packing her things and leaving, which means my only dialogue option is to 'leave' I crash about 1 day afterwards.

 System info:
Spoiler
---------------
Game version: Starsector 0.9.1a-RC8
Platform: windows (64-bit)
Resolution: 1920x1080 (60hz, 32bpp, fullscreen)
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms6144m -Xmx6144m -Xss1024k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.

 Active mod list:
------------------
Regular mods (24):
 - Automatic Orders 0.3.2 by Blothorn
 - Better Colonies 1.4 by Techpriest
 - Blackrock Drive Yards 0.9.5 by cycerin & co.
 - Celestial Mount Circle 1.2 by Originem
 - Commissioned Crews 1.9 by Techpriest
 - Disassemble Reassemble v 1.6.9 by AxleMC131
 - ED Shipyard 1.9.9a by Ed
 - Hazard Mining Incorporated 0.3.1 by King Alfonzo
 - HullMods Expansion 4.5b by Phoenix
 - Industrial.Evolution 1.5.h2 by SirHartley
 - Junk pirates / ASP / PACK (Release) 3.4.0 by mendonca
 - Luddic Enhancement 1.2.0 by King Alfonzo
 - Nexerelin 0.9.6c by Histidine (original by Zaphide)
 - Pulse Industry 1.0 by Snrasha
 - Ship/Weapon Pack 1.10.5 by DarkRevenant
 - SkilledUp 1.1 by bonomel
 - Starship Legends 1.3.14 by Sundog
 - Tahlan Shipworks 0.3.15a by Nia and Nicke
 - Terraforming and Station Construction 5.0.4 by boggled
 - Tiandong Heavy Industries 1.2.1a by -MesoTroniK
 - Underworld 1.4.2 by DarkRevenant
 - Unofficial New Game Plus] 0.2.0 by Originem, Translated By RUA
 - Vayra's Sector 3.1.5 by Vayra
 - Vayra's Ship Pack 1.1.4 by Vayra
Utility mods (10):
 - Autosave 1.1 by LazyWizard
 - Console Commands 3.0 by LazyWizard
 - Fuel Siphoning 1.1.3 by Sundog
 - LazyLib 2.4f by LazyWizard
 - MagicLib 0.28 by Modding Community
 - SpeedUp 0.6.0 by DarkRevenant
 - Supply Forging 1.1 by Techpriest
 - Version Checker 2.0 by LazyWizard
 - Weapons Group Controls 1.1.0 by stormbringer951
 - ZZ GraphicsLib 1.4.1 by DarkRevenant
[close]
Crash Log:
Spoiler
465945 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.getFactionEmbas syCount(deconomics_ambassadorPersonManager.java:195)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.updateLastDayRe p(deconomics_ambassadorPersonManager.java:180)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.onNewDay(deconomics_ambassadorPersonManager.java:54)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.onNewDay(deconomics_TimeTracker.java:52)
   at com.fs.starfarer.api.plugins.deconomics_TimeTracker.advance(deconomics_TimeTracker.java:30)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]

EDIT: I reloaded my save right after my invasion 2 times, the first time it crashed like before, the second time I reloaded I went into the -com browser- and noticed the ambassador was gone, when I exited the docking screen, my game didn't crash within a day like before, so there thankfully is a way to circumvent this crash. Go into the com browser a second time.

3
Found the smuggler fleet again, sadly, your command didn't work, the market it was returning to was just some random HMI market, now it is actually returning to an 'unknown location' which i assume is the luddic path base.

Your command gave the following feedback.
CompileException In line 1 column 90/92 (depending on whether I included "" or not) it expected a ')' instead of a ';'

Should such a hotfix mod be made, do send me a message or something, would love to use it :)

*EDIT* Did what the feedback suggested and it worked and despawned the fleet. I AM FREE TO ONCE AGAIN BRING TERROR.

EDIT 2: A different smuggler has spawned somewhere, and I was even trying to hide away from the core worlds T.T, I only have 2-3 seconds from my save before I crash. Hopefully, this hotfix mod is made and fixes it, for now, I am unable to continue my game.

4
No idea if that would work as I have kinda lost the fleet since then (Got greedy and started exploring the area around them, kinda need to find them as they seem to not have despawned yet judging by the crashes), but even then I have experienced this crash bug many, many times (at least 6), on different occasions and way too many times if you count the same time-span.

I was lucky to find the fleet this time around, I doubt I will be able to always.
I'm gonna remove luddic path from my game (VIA. Nexeriln invasions) and disable them in any new games I make.
Any chance of a hotfix from your side? Before the next 'major' release that is.

5
FOUND IT, *** YEAH *** DID IT AHHHHHHHHHHHHHHHHHHHHHHHHHHHH.
Alex, your assumption was correct.
By an incredible stroke of luck, a fleet traveling across my system in hyperspace was a smuggler, and I followed it. Said smuggler was returning to somewhere.
Normally, in my current game, after a few days, my game crashes guaranteed, and I cannot leave the area, however, this time, I could
And I continued to follow the smuggler, eventually leaving the core worlds, which means that at the very least, the buggy fleet in question traveled the same direction we did.
Then it jumped into a system and I followed, it was a luddic path smuggler returning to its base. (The destructible bases used as staging grounds)

Now all of this is pretty good, but there is more!
1)
I reloaded my save and jumped into hyper space once more, immediately spotting the same smuggler fleet.
I used console commands' 'kill' command to kill the fleet and as soon as I unpaused, the game crashed.
2)
I reloaded my save and did it again, the timing being a bit different due to human imperfection, the exact same behavior, as soon as I unpaused after killing the fleet, the game crashed.
3)
Reloaded my save file again, this time, I engaged the tiny fleet of like 2 destroyers and 6 frigates and destroyed everything but 1 ship.
As soon as I click confirm and continue after winning, the game crashed.
4)
Reloaded my save again and followed the fleet for several days, with no crashes or issues, then I randomly decide to fly 90 degrees to the right (and away from the fleet) and the game crashed within a day.

Again, I cannot overstate how lucky I was to have this very fleet, this tiny yet buggy fleet with half a screens distance to my location as soon as I jump into hyperspace.

6
Thanks for clearing HMI up.

My current colony cluster and the location of my player fleet is in or around the 'Thule' system, in the core worlds. None of my worlds that are nearby have active luddic path cells as they have all been disrupted.
However, I do have one world nearby that only have 4 days left of their disruption and its stability is only 2 due to the fact that some NPC expedition against it was successful without me noticing.
I also have 3 'autonomous' colonies who have no buildings apart from infrastructure + spaceport, which means luddic path prob hasn't showed up yet. (From Nexeriln)
And obviously, there are loads of NPC colonies nearby who may or may not have luddic path cells and who may or may not have low stability.
Is there a way to use a console command from the console command mod to find out what stability different colonies are at?

Note: My current save is a different one from the one in my original post but I do use the same mods, except a few of them have been updated and one of them have been merged. (2 of boggled's mods)

*EDIT:* There are no colonies with active luddic path cells nearby, but there are quite a few with sleepers or disrupted ones.

7
most detailed bug report I have ever seen

Thank you, the amount of information you provided is really good- and allowed me to fix that issue immediately.
This is save compatible to all 1.5 versions, but if you have a Privateer Base you might have to replace it via console commands for the changes to take effect:
https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution1.5.h-beta2.zip

Spoiler
1.5.h-beta2

  • Centralization Bureau
  • Fixed - Now actually works again
  • Privateer Base
  • Adjusted - no longer raids and exports ship hulls (also fixes fleet quality issue)
  • Adjusted - Output decay changed from general to individual for commodity exports
  • Adjusted - Output decay starts immediately instead of 1 month time out
  • Adjusted - Output decay now 2/month, up from 1
  • Adjusted - Spoils now contain more weapons, less high-value blueprints
  • Adjusted - Reduced exports on failed raid by 30%
  • Fixed - correctly factors in fleet size for raid strength
  • Fixed - Only get output on failed raid fleet reached the target system
  • Fixed - Crash when Target Picker only finds bad systems
  • Embassy
  • Fixed - Dialogue not loading correctly when docking at abandoned stations
  • Fixed - Ambassador shows wrong dialogue after market change
  • Fixed - Ambassador of the wrong faction deposited in inventory
[close]

And here I was fearing that I wasn't providing enough information :P

8
Bug Report:
Issue: Centralization Bureau doesn't do anything

I have one system with a Centralization Bureau and it isn't doing anything, there are no changes in output or income regardless of there being an AI core present or not, furthermore, it always states that there are 'no duplicate industries in this system' despite that not being the case, there are in fact duplicate industries in the system, several in fact.

I updated a few mods, this one included (1.4 to 1.5) and started a new game. (Deleted the 0ld mod files and folders, and copied the new ones in) Ever since I have done this, the Bureau has not been working for me.

Game state:
 System info:
---------------
Game version: Starsector 0.9.1a-RC8
Platform: windows (64-bit)
Resolution: 1920x1080 (60hz, 32bpp, fullscreen)
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms6144m -Xmx6144m -Xss1024k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.

 Active mod list:
------------------
Regular mods (24):
 - Automatic Orders 0.3.2 by Blothorn
 - Better Colonies 1.4 by Techpriest
 - Blackrock Drive Yards 0.9.5 by cycerin & co.
 - Celestial Mount Circle 1.2 by Originem
 - Commission Crews 1.8 by Techpriest
 - Disassemble Reassemble v 1.6.9 by AxleMC131
 - ED Shipyard 1.9.9a by Ed
 - Hazard Mining Incorporated 0.2.2g by King Alfonzo
 - High Tech Armada 0.7.1e by Yui & Snrasha
 - HullMods Expansion 4.5a by Phoenix
 - Industrial.Evolution 1.5.g by SirHartley
 - Junk pirates / ASP / PACK (Release) 3.4.0 by mendonca
 - Luddic Enhancement 1.2.0 by King Alfonzo
 - Nexerelin 0.9.6c by Histidine (original by Zaphide)
 - Ship/Weapon Pack 1.10.5 by DarkRevenant
 - SkilledUp 1.1 by bonomel
 - Starship Legends 1.3.14 by Sundog
 - Tahlan Shipworks 0.3.15a by Nia and Nicke
 - Terraforming and Station Construction 5.0.4 by boggled
 - Tiandong Heavy Industries 1.2.1a by -MesoTroniK
 - Underworld 1.4.2 by DarkRevenant
 - Unofficial New Game Plus] 0.2.0 by Originem, Translated By RUA
 - Vayra's Sector 3.1.5 by Vayra
 - Vayra's Ship Pack 1.1.4 by Vayra
Utility mods (8):
 - Autosave 1.1 by LazyWizard
 - Console Commands 3.0 by LazyWizard
 - LazyLib 2.4f by LazyWizard
 - MagicLib 0.28 by Modding Community
 - SpeedUp 0.6.0 by DarkRevenant
 - Version Checker 2.0 by LazyWizard
 - Weapons Group Controls 1.1.0 by stormbringer951
 - ZZ GraphicsLib 1.4.1 by DarkRevenant

Pictures:
Centralization Bureau World (Askja) with tool tip
https://1drv.ms/u/s!Aq-TQ8o3DYigkmlM1aBvp2mAkTE4

Centralization Bureau World (Askja)
https://1drv.ms/u/s!Aq-TQ8o3DYigkmh88gPw34ZuRsmE

Secondary World (Arsenal)
https://1drv.ms/u/s!Aq-TQ8o3DYigkmwlmW2iTOVFBcch

Secondary World (Kazeron)
https://1drv.ms/u/s!Aq-TQ8o3DYigkmrTOBOi80zJ_CD6

Secondary World (Thulian Defence Outpost)
https://1drv.ms/u/s!Aq-TQ8o3DYigkmeTCUupvtG6cd8H

System Map
https://1drv.ms/u/s!Aq-TQ8o3DYigkmuihsCqgivmeEDl

9
I sadly didn't find anything in my game, however, looking through the mods' jar files, I found something interesting.
Hazard Mining Incorporated is the only mod in my narrowed down modlist that has its own 'fleetmanager' files apart from Nexerelin.
I strongly suspect that said mod is indeed the culprit of this crash, though I have no way to verify it apart from starting a new game without it.
And then I would have to start building up a colony cluster and then just play and see if the crash happens without it, all of this is a process that takes prob. like 4 hours. (With console command cheats ofc)

10
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
« on: April 11, 2020, 01:09:30 PM »
If you build a stellar array and later sell it, you are unable to rebuild the stellar array at said colony as it is still 'present' (physically in the overworld, but not in the colony screen) despite it providing no benefits, thus rendering you unable to rebuild that terraforming project on that planet forever.

11
Also, I have compared all my mods with all of the mods of the user in the thread Alex linked, these are the mods we have in common.
NOTE: Aa few of them differ with a version or two between him and me, him having a few of the mods on earlier versions.

These are the mods I have, and the version of them I have.
If I have missed any, do tell me.

Autosave 1.1 (*SPECULATION*Unlikely to do anything related to fleet despawning)
Better Colonies 1.4
Blackrock Drive Yards 0.9.5
Celestial Mount Circle 1.2
Commission Crews 1.8  (*SPECULATION*Unlikely to do anything related to fleet despawning)
Disassemble Reassemble v 1.6.9  (*SPECULATION*Unlikely to do anything related to fleet despawning)
Industrial Evolution 1.0
Junk pirates/ASP/PACK (Release) 3.4.0
LazyLib 2.4f  (*SPECULATION*Unlikely to do anything related to fleet despawning)
Luddic Enhancement 1.2.0
MagicLib 0.28  (*SPECULATION*Unlikely to do anything related to fleet despawning)
Nexerelin 0.9.6c
Ship/Weapon Pack 1.10.5  (*SPECULATION*Unlikely to do anything related to fleet despawning)
SkilledUp 1.1  (*SPECULATION*Unlikely to do anything related to fleet despawning)
SpeedUp 0.6.0  (*SPECULATION*Unlikely to do anything related to fleet despawning)
Starship Legends 1.3.14
Tahlan Shipworks 0.3.15a
Tiandong Heavy Industries 1.2.1a
Underworld 1.4.2
Version Checker 2.0  (*SPECULATION*Unlikely to do anything related to fleet despawning)
Weapons Group Controls 1.1.0  (*SPECULATION*Unlikely to do anything related to fleet despawning)
ZZ GraphicsLib 1.4.1  (*SPECULATION*Unlikely to do anything related to fleet despawning)

If my speculations are correct, and if he (The other user reporting this bug) and I are experiencing the same issue, then it has to be due to one or more of these mods or their interactions with eachother.

Better Colonies 1.4
Blackrock Drive Yards 0.9.5
Celestial Mount Circle 1.2
Industrial Evolution 1.0
Junk pirates/ASP/PACK (Release) 3.4.0
Luddic Enhancement 1.2.0
Nexerelin 0.9.6c
Starship Legends 1.3.14
Tahlan Shipworks 0.3.15a
Tiandong Heavy Industries 1.2.1a
Underworld 1.4.2

And as a last note, I have played extensively with both Nexerelin and Starship Legends on very modded games before, however, I believe all the other mods (In the above, rather small, list of mods) are rather new for me.
So if Nexerelin or Starship Legends is involved in the cause of this crash, it would likely, in my opinion, be due to some incompatibility with one of the other mods.

12
I will attempt to teleport around in the area and delete any fleets I find to see if I can at least alleviate it.
If anyone wants to try and troubleshoot which mods and/or why this is happening, then feel free to use the save file provided here.

https://1drv.ms/u/s!Aq-TQ8o3DYigkmJ2QbArAEUnc5TR?e=4Y4pjg

My first suspects are my own faction's fleets since this crash has occurred before and that was usually when I left my colony cluster as well.

And to you Alex, I thank you for your help so far and your excellent game. Hopefully, the next update is soon (Crossing my fingers). But one never knows when it is done before it is done. I'm well aware it could take another year. (Though, hopefully not!)

13
Well, I hope there is something I can do in the short term to alleviate this crash to desktop as I do really want to continue my game.

EDIT: As by now, the game seems to crash after less than a minute, regardless of what I do, *SPECULATION* The fleet is leaving the area i'm in or trying to naturally despawn. *SPECULATION END*

14
I have had this problem appear before, I waited a little before flying away which seems to have worked.
This happens whenever I fly a set amount of distance away from my player-colony cluster, which is at the upper right corner of the map. (My destination being the core worlds)
I have a save just a few seconds away from this limit, I can fly around in circles and do nothing for minutes, but as soon as I fly a few light-years further away from my player-colony cluster the crash happens.

*SPECULATION BY A GUY WHO KNOWS LITTLE*
Since this happens whenever I fly a set amount of distance away from my colony cluster, and due to my understanding (my poor understanding) of the logs, I suspect that some fleet is despawning due to me leaving the area and said despawning causes a crash.
I think that the reason waiting around have fixed it earlier is due to the fact that the buggy fleet naturally despawned by flying to a planet, thereby eliminating the need for it to be 'unloaded'
*END OF ARMCHAIR SPECULATION*

This is happening on a super modded game that has the following mods installed and enabled:

Automatic Orders 0.3.2
Autosave 1.1
Better Colonies 1.4
Blackrock Drive Yards 0.9.5
Boggled Terraforming 4.0.2
Celestial Mount Circle 1.2
Commission Crews 1.8
Disassemble Reassemble v 1.6.9
ED Shipyard 1.9.9a
Hazard Mining Incorporated 0.2.2g
High Tech Armada 0.7.1e
HullMods Expansion 4.5a
Industrial Evolution 1.0
Junk pirates/ASP/PACK (Release) 3.4.0
LazyLib 2.4f
Luddic Enhancement 1.2.0
MagicLib 0.28
Nexerelin 0.9.6c
Ship/Weapon Pack 1.10.5
SkilledUp 1.1
SpeedUp 0.6.0
Starship Legends 1.3.14
Station Construction 4.2.2
Tahlan Shipworks 0.3.15a
Tiandong Heavy Industries 1.2.1a
Underworld 1.4.2
Vayra's Sector 3.1.5
Vayra's Ship Pack 1.1.4
Version Checker 2.0
Weapons Group Controls 1.1.0
ZZ GraphicsLib 1.4.1

All in all, 32 mods according to version checker, one of which version checker claims needs an update.

Hazard Mining Incorporated 0.2.2g     to      3.0.0,

which appears to be a discord alpha from what I could tell since clicking the latest release download button still provides 0.2.2g

Here are the logs
Log-
68662 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.despawn(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:598)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:572)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:126)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

EDIT:
I can provide the save file if anyone wants it. See Below

EDIT 2:
Save File VIA onedrive
https://1drv.ms/u/s!Aq-TQ8o3DYigkmJ2QbArAEUnc5TR?e=4Y4pjg

15
Would it be possible to make autonomous markets contribute to market size?
I worry about how the player would make no money from exports should he actually conquer the entire sector. It makes me not want to even attempt it at the moment as the market size will only become smaller and smaller the more colonies one conquer.

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