Slightly annoying bug where governors override what you want built

1.03 still has a bug where I can tell a specific planet to build a special project like a capital or a trade good and the governor will at some point in the future change that back to something in his build queue. It only seems to do it when I modify a governor's build queue. It's an annoyance to have to go around your planets to make sure specials are still getting built everytime you change a queue.
225 views 13 replies
Reply #1 Top
just assign an "empty" governor to the planet building the special. then once it's done building, reassign the old governor.

cheers

h
Reply #3 Top
So that's why my wonder/trade good builds kept disappearing on me.
Reply #4 Top
Well, I thought there was an option to tell the Governor to ignore GNN and he builds what his list dictates. This may be on by default causing the over rides. Maybe.
Reply #5 Top
i never use a gov'ne personaly.i think you have an option in the save screen to turn govner overrides on or off. should fix your problem
Reply #6 Top
coffeefreak, I played my first 4 games without using the govenors, but now I can't imagine playing without them. Other than this one issue (which I now know how to avoid), they've definitely improved my play level, since I don't have to remember everything I want to add at each planet, and I also don't have to go to each planet every time a new social project is available.
Reply #7 Top
coffeefreak, that option will turn auto-build on or off. But what that is, is when the computer will prompt you to select a new military project after one is built. If auto-build is on then it will keep building the same thing until you go in there and stop it.
Reply #8 Top
1). The governor should NEVER change a social project until that project is completed. Anything else is a bug. (This was worked out during the Beta and the Stardock people had it working correctly then.)

2). The option for the governor to ignore the GNN for a completed project is just that. When on, the planet completion view for a completed social project on a planet with a governor selected will not be displayed. When off, the planet completion view for a completed social project will always be displayed. Nothing more, nothing less.

3). Autobuild only applies to military projects, and does not affect the GNN. When on, the planet completion view will be displayed with the completed ship already selected for the next project. When off, the planet completion view will be displayed with "nothing" selected for the next military project.
Reply #9 Top
Lucky_Jack, number 1 is defintely a bug by your definition. If you change a governor's queue after you select let's say, Manufacturing capital, it will change it to whatever is next in the queue for that planet. I will try to no gov. workaround. Should work good.
Reply #10 Top
I tried Horatio's suggestion of assigning no governor. When I read it again, he meant a governor with no projects assigned. I guess that will work but you only get four governors as it is. To waste a governor to get around this bug isn't a very good solution either.
:(
Reply #11 Top
does anyone actually use all 4 governors? i only use 1, but i could see the use in having a separate gov for "production-enhanced" colonies with lots of starbases.

cheers

h
Reply #12 Top
The way the spending sliders work, I'm not sure why you'd use for governor's. Seems since spending levels are set empire wide, all planets would benefit from having all the social projects.

Ie. does it make sense to build a "ship" plant, and a "social" planet, and a "research" planet? I'd think not, again because of the empire wide spending levels.

I'm no expert though.
Reply #13 Top
BobMayer, If all of the planets have the same build list then it will take a long time to get stuff lowerin the list. By having multiple governors you can get a greater number of different projects quicker.

Plus, if you got 14 PQ planet for example, you may need morale and planet quality improvements first. Having a governor with this first is a good idea but not necessarily the best move for a class 20 planet.