I posted these serious bugs and flaws nearly 2 years ago in the old official forum (which no longer exists). These bugs were reported in AC v3.0; since I found out these bugs I stopped playing the game. I don't know for sure if they weren't fixed in v4.0 or the expansion, but there was no mention that they were. These bugs seem to be known by relatively few people... I guess few people actually pay much attention to the numbers when playing a strategy game.
1. In the two hardest difficulty levels, your maintenance costs are significantly reduced. The reduction is higher in the hardest level than in the second hardest level. I think the maintenance costs are supposed to be reduced for the easiest levels, not the hardest ones. This bug significantly makes the harder levels much easier.
2. If you do not use the build queue, you get extra energy every time you complete a facility. The amount is equal to what you will get if you choose "stockpile energy". It is like a cheat that every player has been using unless he is aware of and consiously avoid it. To avoid it, the player must always allocate something to the build queue even if he doesn't know what to build next. (To clarify - the bug is that you get an unfair bonus when you do not use the build queue, not that you get penalized when you use it.)
3. Whenever you change your social engineering you may get huge mineral bonus from your supply crawlers if you're building a secret project. To fully exploit this "feature", just before you deliver your supply crawlers, change your social engineering to the worst possible industry rating. The worse the industrial rating, the higher your supply crawler is worth in minerals. After the supply crawlers are delivered, change your social engineering back to the previous setting (this can be done in the same turn, and it won't cost any energy). Another "feature" you can take advantage of is to improve your industry rating for one turn; this instantly reduces the cost of any facility you're building and doesn't affect the number of minerals already accumulated. (The latter is more well-known, but here are two related but different flaws - the first one is about increased value for supply crawlers which is little-known.)
4. When designing units, there are combinations which make your supply crawlers cheap to buy (hurry with energy) and yield a lot of minerals (in many cases better than 2:1 energy:mineral ratio, sometimes even better than 1:1, IIRC). These units not only significantly reduces the cost for SP construction, but they can be disbanded to produce units and facilities as well - this is cheaper than hurrying the units/facilities intended to be built.
There were a lot of other flaws (many regarding multi-player), but these flaws were enough to stop me from playing the game, single-player...
1. In the two hardest difficulty levels, your maintenance costs are significantly reduced. The reduction is higher in the hardest level than in the second hardest level. I think the maintenance costs are supposed to be reduced for the easiest levels, not the hardest ones. This bug significantly makes the harder levels much easier.
2. If you do not use the build queue, you get extra energy every time you complete a facility. The amount is equal to what you will get if you choose "stockpile energy". It is like a cheat that every player has been using unless he is aware of and consiously avoid it. To avoid it, the player must always allocate something to the build queue even if he doesn't know what to build next. (To clarify - the bug is that you get an unfair bonus when you do not use the build queue, not that you get penalized when you use it.)
3. Whenever you change your social engineering you may get huge mineral bonus from your supply crawlers if you're building a secret project. To fully exploit this "feature", just before you deliver your supply crawlers, change your social engineering to the worst possible industry rating. The worse the industrial rating, the higher your supply crawler is worth in minerals. After the supply crawlers are delivered, change your social engineering back to the previous setting (this can be done in the same turn, and it won't cost any energy). Another "feature" you can take advantage of is to improve your industry rating for one turn; this instantly reduces the cost of any facility you're building and doesn't affect the number of minerals already accumulated. (The latter is more well-known, but here are two related but different flaws - the first one is about increased value for supply crawlers which is little-known.)
4. When designing units, there are combinations which make your supply crawlers cheap to buy (hurry with energy) and yield a lot of minerals (in many cases better than 2:1 energy:mineral ratio, sometimes even better than 1:1, IIRC). These units not only significantly reduces the cost for SP construction, but they can be disbanded to produce units and facilities as well - this is cheaper than hurrying the units/facilities intended to be built.
There were a lot of other flaws (many regarding multi-player), but these flaws were enough to stop me from playing the game, single-player...
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