An automation I would very much like to see is the action to clean up radiation. I wouldn't expect that this would be hard to program, either. At the moment, it's extremely tedious to tell my hordes of clones to go around cleaning up radiation, manually.
The issue that radioactive clouds can strike random isolated tiles anywhere on the map is also annoying, though...
Playing the game a bit further... Oh my god, this stupid random radiation bullcrap is so so so idiotic! There's no reason to it, it punishes the player totally randomly, there's nothing one can do about it. Stupid! I've 203 clones, 90 workers, and a few androids, and I can't keep up with this stupid random radiation cloud crap. If it spread from where it started, that would be one thing - you could kind of control it. But this stupid anywhere-on-the-map nonsense is pointless. Up to about 10 or so new clouds each turn, each one taking a team of eight clones quite a while to clean up (especially if it's on a peak or tundra). It's impossible.
It's achieved the incredible result of turning a complex strategy game into a frustrating stupidity. I suggest that this randomly-appearing-radiation concept is either removed or totally re-worked.
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45°38'N-13°47'E;13251208 said:How many nukes have been used and which mapsize? I'm working on improving nukes. If either you or AI transform your planet in a nuclear wasteland, that's what happens.
Is it possible to reverse the effect of the fallout spread? Like by building more 'clean' stuff like Recycling Centers, Matter Decompilers... Running the Green civic for long periods of time, and by planting forests/jungles or putting down a large amount of Forest Preserves, Hybrid Forests, and Windtraps while cutting down on the number of Industrial Complexes?
if someone offers you a trade, you can barter workers with him, even if you don't have a free trade agreement. So if you offer a trade first, you can't trade your workers.
That whole worker trading system seems highly abusable...
45°38'N-13°47'E;13253780 said:Mmmm, unless I've accidentally turned on the "new" path generator again instead of the old one, there's something wrong I guess. I'm not able to explore black tiles as in original BTS and this is exactly as it's always been in AND lately. So either I have accidentally turned back on Koshling's path generator (but I don't think so), or the problem with exploring black tiles is somewhere else.![]()
Yep I noticed the same thing, which leads me to conclude exploring unowned tiles is totally unrelated to either path gen.
45°38'N-13°47'E;13253920 said:Well, weird things are happening with the old path generator.
Screenshot and savegame attached if you want to see, Afforess.