Public education event does not get the right bonuses

The benevolent choice speaks about a 10% lower income and a 15% morale boost. It would have been quite costly already, but I actually get only 5% morale boost. We need this fixed.

16,667 views 11 replies
Reply #1 Top

No one? This is a significant bug. I found where it seem to lie, in "data/Game/IdeologicalGalacticEventDefs.xml", line 307

Do I have to mod it myself?

Reply #2 Top

Hey Edrin, thank you for reporting this bug. I'll add it to our backlog now.

Was there anything else you found?

Reply #4 Top

I agree this needs fixed

Reply #5 Top

I really hate that event. There is no good choice you can pick. Each of them has some drawback, and most of them involve money. In my past experience with this game, money is critical. If you go in the red, your production gets cut in half.

Reply #6 Top

I checked this event and confirmed the bug.  I also checked the other two choices and found the malevolent choice is also bugged.  It gives 5% bonus to production instead of the claimed 10%.  It looks like someone used 5% on all the second parts of the changes instead of the % that should have been used.

If anyone is interested, I have a mod that fixes these two bugs and others that are supposed to change population.  I reported the population change bugs in 2019.  They were fixed in a later opt-in, but the final release broke some of them again.  I reported that, but they haven't been fixed.

There are also numberous events that are totally or partially useless for synthetic and silicon-based races.  The events change things like morale, growth and/or amount of food.  None of those affect synthetics.  Food isn't used by silcon-based races.  I either modified one or two of the choices in the event or replaced the event with one that has better choices.

I have combined all these changes into one mod to avoid having numberous small mods.  I don't have a summary of all the changes.  Anyone who wants to know will have to search through the files in the game directory of the mod.  The changes will be easy to find since all of them have a comment explaining what was done.  The comments all contain the text MOD: to make it easy to find.  Searching for mod: (all 4 characters) will take you right to them.  NOTE:  the files with "Synthetic" in the name don't have comments since the whole file is new.

If you want to play with my bug fixes and changes now, you can download the mod here.

 

 

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Reply #7 Top

Thank you, I will check that out.

Reply #8 Top

checking out that mod myself Old-Spider. does it also address my pet peeve of the misuse of term production when the bonus is maxmanufacturing a lot of the time?

copy/paste from my steam post

Much needed and longer overdue consistency and relevance overhaul.
If there are any patches/ dlc or still forthcoming please address the major issue of the games confusing use of the terms production/ productivity ect (ProducitionPoints) and the difference between that and the two/ three types of manufacturing. (Manufacturing[social], MaxManufacturing[allconstruction] and Military[ships].

The core and most important stat to a colony is Production because that raises everything, so when I see an event, a mercenary/ government ship, or a building / starbase module mentions a variation of the word Production I expect that it would boost that stat as that is the term chosen for it. This is almost never actually the case.

Obsolete or maybe just confusing references to Social Construction, defence, resistance and very poor or outright lacking secondary types and Neighbour bonuses. Related is that far too many things are indestructible and it makes zero senses. Compounded by morale and population improvements being essentially worthless to a synthetic race making large parts of conquered planets useless.

Core game mechanics that are altered by changing your race type (synthetic, carbon, aquatic, silicon) do not have any variant events or alternative options.

Exceptionally brutal with ideology.

So half the race types just get basically nothing from food production . 1/4 from morale and population growth. Some version of star ports and administration centres needed for everyone.

Mercenaries, well basically the dlc was launched and then it seems it was never given a balance pass or properly updated as new CORE expansions came out. Some type of fan contest or voting might help spark some interest. Heck offer to put updated by so and so on the bazaar screen and you'd probably get a ton of submissions from modders willing to do it for you if you have no budget/ man hours for this. Or privately contact people to avoid a flood of submissions.
Reply #9 Top

To address a couple of your points, I have a mod on Nexus that provides an Administrator Training Institute that works for synthetics, and there's also an excellent mod that reworks the mercenaries, also, I think, available on Nexus mods.

Reply #10 Top

Quoting SchismNavigator, reply 2

Hey Edrin, thank you for reporting this bug. I'll add it to our backlog now.

Was there anything else you found?

 

Hey Schism.  I reported a similar bug/typo here: https://discord.com/channels/299942486095167489/300081817263013896/840279220915929118

 

""Precursor Power Plant crisis" for the malevolent check success it states that the affected planet gains +15% ship production. It actually gains +15 ship production (not percent)."

Reply #11 Top

if you fix this bug, but ignore the issue i brought up about productivity and other descriptions which are the same issue and bug, i would start posting about that a lot.