Inability To Eject Ships From a World After Removing Governor

This is a minor, but annoying bug:

  1. Successfully invade a core world with 1 or more transports
  2. If you were able to keep the Governor (Poaching trait under the Opportunity ideology), go the "Governors" tab under the "Leaders" screen and remove the Governor

At this point you will not be able to eject the transports from the world on any subsequent turn until you assign a Governor to the world.  At that point you can immediately eject the "stuck" transports.

12,791 views 3 replies
Reply #1 Top

Ran into that same issue myself, stuck transports.  Never going to choose that sucker trait again. I’m dealing with the Festron Hunt and they seem to make every other world a core world. This is a major problem for me as it screws up having a bunch of supporting colony worlds. You fire the Governor and now you have a bunch of upset colonists, and not just the core world you conquered. 

Reply #2 Top

The "fire governor" mechanic is turning out to be a major misstep as currently devised. The 10% empire-wide penalty has to go.

IDEA: when firing the governor, there is a 5-10 turn cooldown before the governor can be reassigned. No other penalties other than to the leader's own loyalty.

+1 Loading…
Reply #3 Top

Quoting slarjy, reply 2

The "fire governor" mechanic is turning out to be a major misstep as currently devised. The 10% empire-wide penalty has to go.

IDEA: when firing the governor, there is a 5-10 turn cooldown before the governor can be reassigned. No other penalties other than to the leader's own loyalty.

Your idea seems like a much better implementation, imo.

Happy Sunday !