Navigators - Start With "Subspace Scanning"

I just started a new game as the Navigators.  Their description (see first screen snapshot below) says "Starts with the ability to detect and travel on Subspace Streams".  However, when I went to select my first technology to research, one of the slots was occupied by the "Subspace Scanning" technology with a time to complete of "N/A".  If the Navigators already have the ability to detect Subspace Streams then the "Subspace Scanning" technology should already be completed and the game should not waste a technology slot with it. Please have the devs take a look at this.

 

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Reply #1 Top

This is indeed a weird one!  I was able to get it in my starting list only twice (out of many trys), even though it was marked as "Complete" in my Tech Library.  We have a save of it happening though, so hopefully the devs will narrow it down.  

Reply #2 Top

Quoting Joe-Black, reply 1

This is indeed a weird one!  I was able to get it in my starting list only twice (out of many trys), even though it was marked as "Complete" in my Tech Library.  We have a save of it happening though, so hopefully the devs will narrow it down.  

My custom civ has Navigators as a perk, so this has happened to me.

I never reported because it did not matter as one of the other if not all of the techs available were ones I needed to research, and it was never there after the first tech was researched.

I believe I remember exiting Research doing other things and coming back before end turn and that tech was not there.

Usually, I forget to assign a leader to Tech so have to come back when I have, and this tech disappeared.

A worse problem is reports of having researched the Tech and it not triggering although some tech/other "improvements do not trigger on the turn finished but the next turn.

This thread. https://forums.galciv4.com/516029/bugs