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Starsector 0.98a is out! (03/27/25)

Author Topic: Thoughts (Bug?) on Luddic Colony Crisis Outcome  (Read 403 times)

Terethall

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Thoughts (Bug?) on Luddic Colony Crisis Outcome
« on: March 27, 2025, 02:11:21 AM »

Back to the game after a while and enjoying the new colony crisis mechanics. For some reason I am enjoying feeding cats colonies to coyotes the Church of Galactic Redemption. In experimenting I've noticed some strange behavior:

They leave Free Port on, if you had it on. Surprised the Knights don't mind being the sector's largest supplier of recreational drugs! The game even confirms they are "profitably exporting" those drugs in the commodity market viewer.

If the colony is at zero stability when they arrive, they instantly take it over, but you keep getting the message every month that the stability is reduced, and it seems like they bug out and stick around keeping stability at 0 until they decivilize themselves.

Finally, colonies seem to keep bonuses like Piracy Respite. But I was the one who paid the lobster price, not them! Seems like modifier conditions on player colonies should go away once the transition occurs.

Otherwise, 10/10 great mechanic I have about 20 new size 6 desert drug manufacturing church camps set up, roleplaying my Dune Messiah fantasies.


« Last Edit: March 27, 2025, 06:21:06 AM by Terethall »
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eert5rty7u8i9i7u6yrewqdef

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Re: Thoughts (Bug?) on Luddic Colony Crisis Outcome
« Reply #1 on: March 27, 2025, 11:45:23 AM »

Finally, colonies seem to keep bonuses like Piracy Respite. But I was the one who paid the lobster price, not them! Seems like modifier conditions on player colonies should go away once the transition occurs.
This is true for any former player colonies. It typically only comes up when playing with Nex installed due to the player being able to lose or give away planets.
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