Galactic Civilizations 3 Port Of Call
Information technology is definitely a issues with some improvements not appearing in the action list. I cannot build ANY culture improvements even later on having researched them on the vanilla game in 3.0
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Yes,
i observe that a couple of things are missing.
I researched all governments in the tech tree merely got only the half of it to choose from.
The whole other i researched are still grayed out...
Something went wrong there...
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Its been reported that building Extravaganza causes Port of Call to not exist shown in build list anymore.
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Happens with both culture and tourism buildings. In one case you research and build the high level buildings, junior/lower level buildings no longer appear in the construction list.
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Happens with both culture and tourism buildings. Once you research and build the high level buildings, inferior/lower level buildings no longer appear in the construction listing.
Happened to me with the Finance buildings. Building the Fiscal Sector removed the Colonial Bank from the build list. If you build the Colonial Bank first, Financial Sector is still okay to build.
(The "preclusions" aren't correct in the Comeback.xml file.)
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Skillful catch, I hadn't realised most the finance buildings. With tourism so powerful I take not been temped to build them lately
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Looking through the latest ImprovementDefs.xml, there are quite a few improvements that simply can't prove upwards. I don't call back the lawmaking editor understood how some commands, such as IsPlayerWonder, IsColonyUnique, UpgradesFrom, Unavailable or Preclusions, all role together. They're adequately obvious mistakes.
They're mostly Tourism, Cultural and Fiscal upgrade buildings. Some of them were working fine before, merely stopped performance with 3.0 and 3.01 Preview.
Hopefully they get addressed with next patch.
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No! In my current 3.01 game the port of call is allrady gone afterwards turn 150...
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I just want to signal out that the Embassy's "I Per Player" is broken because when yous upgrade it to Diplomatic Ministry, it becomes a "one per planet" improvement. When an Embassy is built, the improvement disappears from the activeness list for all other colonies like it should, but once you fully upgrade it to its final form, the Diplomatic mission improvement reappears on the build list again. This style, you tin can rinse and repeat until you have one on every planet.
Cannot tell if it should exist one per player or 1 per planet, merely definitely very bugged.
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Give thanks y'all for this feedback. I just checked in fixes for:
+ Stock-still an issue keeping the Breakthrough Ability Plant form beingness buildable
+ Fixed an event blockign the Embassy if yous built another Diplomatic Edifice
+ Stock-still an issue blocking the depository financial institution if you built another financial building
+ Fixed an consequence blocking the Labor Mission if you built another labor building
+ Fixed an issue causing the Tourist Haven to cake other tourism improvements
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Great!!! Wow! Cheers!
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Source: https://forums.galciv3.com/488730/port-of-call-is-gone
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