1.55.377081 - Custom Civs broken

Citizens not showing to load into constructor - too much Crime to blame

This is one I have never seen before.  Five citizens show up for Constructor draft.  However there are 10 citizens on the planet.  Luckily the one I want showed up.  Here is saved game before I loaded constructor.  The save shows this error, it did not reset to a normal screen.

https://www.dropbox.com/s/423ih89hubc9lip/Supernova%20Insider%201.55.377081.2018.GC4Sav?dl=0

BTW - you'll notice I got one of those humongous home sectors. 

34,581 views 35 replies
Reply #1 Top

Just saw that there are discontent citizens due to high crime.  They're the one not showing up.  I've never experienced such a high crime rate.  All the colonies are feeding it into my homeworld.  For some reason my Custom civ has abase crime rate of 6.  I'll have to check, but I certainly didn't pick any criminal traits and haven't seen this before.  Just noticed that all my custom civs start out with my homeworld governor with a malevolence ideology.  No traits I picked for my civs should give this ideology.  Is this something that got broke with Custom Civs created under the old Culture rules with the update?

Reply #2 Top

Well that's just not right.  I created a couple of new Civ's with benevolence and the starting governor keeps getting malevolence with 3-6 crime.  Is the game preset to do this for all custom civs?

Reply #3 Top

So basically the game I posted above is fubared because of crime. At 100% there is no way to stop this - the ideologies to reverse crime are buried too deep in the trees.  I'll try starting another game, but this turned what was a great game into garbage.  I sure hope this wasn't a new game mechanic added on purpose.

 

Reply #4 Top

New game is starting to have to same issues with crime.  I have never seen this happen before in previous builds, so I have to believe that something has gone wrong with culture/ideology changes you made in 1.55.377081.  This is basically unplayable since there's no early game way to stop crime.

 https://www.dropbox.com/s/0bmavl3zy39rqgn/Supernova%20Insider%201.55.377081.3002.GC4Sav?dl=0

 

Reply #5 Top

Many times in new 4X games they put something new to add realism. This appears to be one of those cases or at least the way it interacts with the game. 

Each planet adding to the total is not how it works, 3% on planet A and 3% on planet b, C, D, and E is not 15% crime but 3% I know this and I barely passed High School math. 50+ years ago. 

 

Reply #6 Top

Quoting gypsy2299, reply 5

Many times in new 4X games they put something new to add realism. This appears to be one of those cases or at least the way it interacts with the game. 
Each planet adding to the total is not how it works, 3% on planet A and 3% on planet b, C, D, and E is not 15% crime but 3% I know this and I barely passed High School math. 50+ years ago. 
 

Exactly, crime shouldn't be cumulative, it should be an average and then apply the multipliers (if any) to the average.  Having 100% crime at turn 267 (1st example) is just flat out broken.

Reply #7 Top

Quoting scifi1950, reply 6


Quoting gypsy2299,

Many times in new 4X games they put something new to add realism. This appears to be one of those cases or at least the way it interacts with the game. 
Each planet adding to the total is not how it works, 3% on planet A and 3% on planet b, C, D, and E is not 15% crime but 3% I know this and I barely passed High School math. 50+ years ago. 
 



Exactly, crime shouldn't be cumulative, it should be an average and then apply the multipliers (if any) to the average.  Having 100% crime at turn 267 (1st example) is just flat out broken.

Not having a way to rehabilitate criminal without micro management is bad. If I have to manage each pop for crime then I want an option to have them do EVA without a suit.

So add tech that reduces crime it should never go above 5% a Botany Bay colony would be an option.  

Reply #8 Top

Do you by chance have an orbital prison you can add to one of your colonies ? That'll fix your crime problem for yah!

Reply #9 Top

Quoting Draver, reply 8

Do you by chance have an orbital prison you can add to one of your colonies ? That'll fix your crime problem for yah!

I'd have to put one on every planet I own X-(  

Reply #10 Top

Quoting Draver, reply 8

Do you by chance have an orbital prison you can add to one of your colonies ? That'll fix your crime problem for yah!

That is micro management.

Reply #11 Top

So the secondary problem here is that for every custom race I create, the starting Governor for my Civ homeworld gets malevolence as their ideology.  This is obviously broken.  It should use the ideology I picked when I created my custom Civ.  Malevolence isn't even an ideology in 1.55.377081 Cultural Progression.  So Custom Civs is broken under 1.55.377081. At least for me.  Try it and see if that's what happens for you guys.

 

Reply #12 Top

Quoting scifi1950, reply 11

So the secondary problem here is that for every custom race I create, the starting Governor for my Civ homeworld gets malevolence as their ideology.  This is obviously broken.  It should use the ideology I picked when I created my custom Civ.  Malevolence isn't even an ideology in 1.55.377081 Cultural Progression.  So Custom Civs is broken under 1.55.377081. At least for me.  Try it and see if that's what happens for you guys.

 

Are you on the GC4 discord? If not you need to join and post this there.

Reply #13 Top

Actually, you only need one. As per the tool tip, one applies its effect on all your colonies and core world. ;)

+1 Loading…
Reply #14 Top

Quoting gypsy2299, reply 12

Quoting scifi1950,
So the secondary problem here is that for every custom race I create, the starting Governor for my Civ homeworld gets malevolence as their ideology.  This is obviously broken.  It should use the ideology I picked when I created my custom Civ.  Malevolence isn't even an ideology in 1.55.377081 Cultural Progression.  So Custom Civs is broken under 1.55.377081. At least for me.  Try it and see if that's what happens for you guys.

Are you on the GC4 discord? If not you need to join and post this there.

Yeah I'm hooked into Discord & I posted there back when it first started for GC3.  Just don't like it for some reason.  Guess I'm just old fashioned.  

Reply #15 Top

Quoting Draver, reply 13

Actually, you only need one. As per the tool tip, one applies its effect on all your colonies and core world. ;)

Never had any need for an Orbital Prison before so thanks for that info.  

Reply #16 Top
  1. As for the problem that all custom factions automatically get's the Nihilism cultural infinity that is not true, what we see is the icon of the Cruelty leader ability with the tooltip of the previous malevolence trait
     
     
     
     
     
  2. So it seems that all leaders (at least starting governors of custom factions) automatically get the cruelty ability with the wrong tooltip
     
     
     
     
     
  3. which has nothing to do with the new nihilism cultural affinity
Reply #17 Top

Quoting Cablenexus, reply 16

As for the problem that all custom factions automatically get's the Nihilism cultural infinity that is not true, what we see is the icon of the Cruelty leader ability with the tooltip of the previous malevolence trait


    1.  

       



    1. So it seems that all leaders (at least starting governors of custom factions) automatically get the cruelty ability with the wrong tooltip
       

       

       

       



    1. which has nothing to do with the new nihilism cultural affinity

Never said it was nihilism, said it was malevolence which isn't in the game anymore.  The point is it's totally breaking Custom Civs. and they're basically unplayable until this issue gets fixed.

Reply #18 Top

I've seen some broken things happen when you load the same civilization two (or more) times in a row.  The traits get all shifted over, like the traits get reloaded incorrectly.  However, if you load a different civilization and then load the one you want to work on, it doesn't get scrambled.

Maybe your issue is related?

Reply #19 Top

Quoting billko1, reply 18

I've seen some broken things happen when you load the same civilization two (or more) times in a row.  The traits get all shifted over, like the traits get reloaded incorrectly.  However, if you load a different civilization and then load the one you want to work on, it doesn't get scrambled.

Maybe your issue is related?

Don't think so.  I made new Custom Civs of different types and everyone had the same issue with Civ leader having malevolence ideology, which led to rampant crime.  Tried switching back & forth from Steam to Epic, same result.

Reply #20 Top

I made a custom civ on 1.55 yesterday, and the civ leader has malevolence, but I'm not having problems with rampant crime. With Security Lights and a Minister of Justice crime is at 0 on all 6 of my core worlds at turn 134. Perhaps the problem isn't the leader malevolent trait?

Reply #21 Top

Quoting Publius, reply 20

I made a custom civ on 1.55 yesterday, and the civ leader has malevolence, but I'm not having problems with rampant crime. With Security Lights and a Minister of Justice crime is at 0 on all 6 of my core worlds at turn 134. Perhaps the problem isn't the leader malevolent trait?

The question remains - why does your civ leader have malevolence.  He's supposed to have the ideology of your Civ.  Why should Custom Civs be forced down a path, I never pick Security lights as there are much better picks, they don't think is optimal?  I was also experiencing a much higher than normal occurence of criminals and probably sent them to my colonies with realizing it, no idea how you get rid of a criminal on a colony.  As it shows in my first example above, every colony was feeding 9% crime to my home planet.  New players trying out a Custom Civ, this is after all one of the major attractions of the game, would find themselves with a disaster of an unplayable game.  I don't think that's the experience Stardock is hoping for with newbies.

Reply #22 Top

I agree that the leader having the malevolent trait is a bug. I don't think you've proven that the leader having the malevolent trait is the cause of your high crime rate. Like I said, my leader also has malevolent, but I'm seeing only a normal number of criminals, and normal methods are dealing with them.

Reply #23 Top

Quoting Publius, reply 22

I agree that the leader having the malevolent trait is a bug. I don't think you've proven that the leader having the malevolent trait is the cause of your high crime rate. Like I said, my leader also has malevolent, but I'm seeing only a normal number of criminals, and normal methods are dealing with them.

I am currently playing as the Altarian Republic (Civ home planet Gov has ideology Benevolence) and I've seen 5 criminal citizens by turn 268 on my 3 core worlds.  That I can live with and as a game mechanic keeps me on my toes.  But that is not what I'm seeing in my custom civ games.   

I've got five different Custom games starts that all went the same way & the only thing I can see is the Malevolent ideology.  I agree you can stop it if you know what you're looking for from the start.  However if you don't know it's coming & send the criminal population out to your colonies your goose is cooked. New players won't know how to deal with this.

Can you play the game save I attached in Reply #4?  Please try & tell me what you think.

Reply #24 Top

I downloaded the save and played the game out to turn 57. At that point Seraphim's Reach had 22% crime and 95% approval.  Pherkad 1, the only other core world (class 26 generated by an anomaly event) had 20% crime and 92% approval.

At turn 57 I had enough culture points to take the Social Ties perk in the Traditionalism branch. That wiped out the crime. I wouldn't normally have taken that path, but you had reduced the research rate so much that it was going to take ages to research Minister of Justice or the Colonial Bureaucracy tech that gives you Security Lights.

In case you're interested here's my save on turn 57 after taking Social Ties.

Reply #25 Top

Publius - thanks for doing that.  So, I agree that's it's possible to turn these games around.  The question still remains - why in the name of all the Elder Gods did you have to go thru all that nonsense to play a custom Civ!!!  A normal Civ doesn't make you do that.  So IMHO - Custon Civs are broken.