The AI value exploration treaty way too much. When they offer it, they expect me to give up a lot. When they want me to offer it, they are willing to give up a lot. It doesn’t seem to help a lot, so I think its value should be reduced.
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Problems with Text Information
File Name: AbilityText.xml
AmphibiousAbility_Dec describes colonizing Water Worlds, but they don't exist in GalCiv4.
File Name: PlanetTraitText.xml
AquaticWorld_Name is Oceanic.
Solution: Change Water Worlds in AbilityText.xml to Oceanic Worlds
File Name: FlavorText_Old.xml
Some conversations depend on one of the races having AquaticAbility, but it doesn't exist. It is actually AmphibiousAbility. You can verify this by checking AbilityDefs.xml. This bug occurs in 2 places in FlavorText_Old. It can be fixed by changing AquaticAbility to AmphibiousAbility.
Note: the same error also exists in GalCiv3 in FlavorText.xml located in Galactic Civilizations III\DLC\EXP2_Crusade\English\Text
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The following quests happen too often:
Quest_Crime_Syndicate
Quest_Crime_Hero
Quest_Crime_WeaponsNeeded
They are in QuestEventDefs.xml in Data\Gameplay\Events.
Several times I have had planets with 0% approval and 100% crime because these events happen so often. I had a brief discussion with Derek on Disord about this maybe two weeks ago. He thought the weight was probably too high. All three currently have a weight of 500. I made a mod which changed the weight to 250. I thought the results were much better. I'm reporting my results because Derek indicated he would be reviewing the weights and probably adjusting them. I'm furnishing one data point for the review.
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I think I found the reason the AI never research Universal Translator.
When I meet an alien for the first time, I get a garbled message with a note that I need to research Universal Translator. I then get the event "A Way to Communicate" that requires me to choose what to do. If I select the first choice, Universal Translator is immediately added to my tech tree, along with all its subsequent techs. (I have access to the tech tree. Don't ask.) If I select the second choice, several other choices can be made, but Universal Translator will always be added to my tech tree sooner or later.
I tested this in several games where I switched to another race after I met them. No matter how long I waited to switch after meeting them, Universal Translator was never added to their tech tree. One time I switched to a race i hadn't met and immediately got the garbled message that I need to research Universal Translator. However, I did not get the "A Way to Communicate" event like I do when playing normally.
I think the problem is this: For some reason the race being played by a real live human player gets the event, but all the races being played by the AI never get it. Since that event is the only way Universal Translator is added to a tech tree, the AI never get it and never are able to research it.
I think its value has been increased because the AI now want to trade for it when they initiate a trade when they used to never ask for it, but this doesn't solve the main problem.
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Pirate shipyards don't produce new pirate ships
The 0.45 change log indicates the pirate shipyards now produce new ships. I watched a shipyard for a long time to see how often a ship was produced. None was produced. Pirate shipyards in GalCiv3 do produce ships, and I am familiar with how the production works due a mod I made that increases production of ships, so I decided to see what was different. I checked RaceTraitDefs.xml in both games.
For GalCiv4, the Trait_Pirates contains code that is different from PirateBuilding1 in GalCiv3. Since I know the code in GalCiv3 works, I replaced the code in GalCiv4 with the code in GalCiv3. After that, the pirate shipyards in GalCiv4 produced a ship about every 11 turns while using the same value of 5.
GalCiv4 code removed:
<EffectType>ProductionPoints</EffectType>
<Target>
<TargetType>Shipyard</TargetType>
</Target>
<BonusType>Flat</BonusType>
GalCiv3 code added:
<EffectType>Military</EffectType>
<Scope>Global</Scope>
<Target>
<TargetType>Shipyard</TargetType>
<TargetRelation>Self</TargetRelation>
</Target>
<BonusType>Flat</BonusType>
Only the lines shown were changed.
I think this needs to be investigated to find out why the GalCiv4 code doesn’t work and the GalCiv3 code does.