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I found a bug in one of my games, how can I report it?

If it's a single player game, save the game with a name that makes it obvious it's the one with the bug. For a multiplayer game note the match id for the game (the number in the top left on the loading screen). Then go to the menu screen, hit the i to go to the info screen, then tap on the version number. This will bring up a bug report email with all of your single and multiplayer games. Give a description of the bug, and for a multiplayer game note down the match id. Then hit send.

My game is crashing, how do I submit crash logs to help get it fixed?

Open the settings app and navigate to General -> About -> Diagnostics & Usage -> Diagnostics & Usage Data. Find the latest crash log (or logs) for Orion and copy the contents of the log into an email and send it to support @ chimerasw.com with a description of where the crash is occuring.

On a jailbroken phone, you can use AnyAttach to attach the logs to the email directly instead of having to copy/paste, in which case the logs are located at var/mobile/Library/Logs/CrashReporter

What exactly does Biorich Fungi do?

Biorich Fungi increases food production on the affected planet by 4 food per turn. This works regardless of whether the planet is farmable or if you have any farmers.

How about Precious Metals?

Colonizing a planet with Precious Metals increases your empire's income by 10 credits per turn.

And Ancient Ruins?

Ancient ruins increase the number of research points you gain per researcher by 1 per turn.

How exactly do spies (Covert Agents) work?

Each offensive spy you have increases your chance to have a successful spy event by 1%. Each defensive spy the opponent has decreases your chance by 1%. So if you have 10 spies set to offense and your opponent has just their starting 2 spies on defense, you have an 8% chance each turn of success.

Charismatic increases spy effectiveness by 20%, so in the above example, with 10 spies you have a 10% chance, +20% (20% of your current chance) increases it to 12%, then -2% again from opponents spies leaving you at a 10% chance of success.

Repulsive decreases spy effectiveness by 20%, so using the same example again, with 10 spies you start at 10% effectiveness, -20% leaves you at 8%, then -2% more from opponents defensive spies gives you a 6% chance of success.

Charismatic affects offensive and defensive spies both. In 1.1.3 Repulsive affects both offensive and defensive spies, this is being changed in 1.1.4 to only affect offensive.

What are the penalties/bonuses for Shared Intelligence
(Affects Research, Industry, and Farming)
  • -1 per worker at pop 1
  • -1/2 per worker at pop 2-3
  • +0 per worker at pop 4-6
  • +1/2 per worker at pop 7-12
  • +1 per worker at pop 13-18
  • +1 1/2 per worker at pop 19-24
  • +2 per worker at pop 25+

What ship systems have stacking penalties?

Heavy Armor Plating, Reinforced Bulkheads, Stockpiled Ordinance, ECM Jammers

How exactly do ECM Jammers work?

Each ECM Jammer equipped on a ship provides an individual 30% chance of evading incoming missiles. Multiple ECM don't stack, they each make their check separately. If you have 3 ECM Jammers equipped, the first one will makes its check to see if you evade with it. If that one fails, the second one will make a check, if that one fails, the third one will try. If the last one fails, you get hit. Statistically, 2 ECM Jammers will give you about a 51% chance to evade, 3 will give you about a 65.7% chance. You most likely won't want to equip more than 3 ECM given the stacking penalty to cost, but if you did, 4 would provide about a 76% chance, and 5 would provide about an 83% chance of evasion (this could come in useful on a starbase where stacking penalties don't apply).

How much of a bonus does Galactic Navigators provide?

Galactic Navigators increases your fuel range and out of combat speed by 30%.

What are the full tech trees?

Astrophysics Research
  • Improved Star Drive
  • Improved Fuel Cells
  • Starbase
  • Trade Port
  • Exopolitics
  • Planetary Gravity Generator
  • Orbital Laboratory
  • Personal Cloaking Device
  • Orbital Weather Controller
  • Shield Modulation Unit
  • Hull Design - Titan
  • Artificial Nebula
  • Hull Design - Mammoth
Military Research
  • Laser Beam
  • Marine Barracks
  • Nuclear Missile
  • Pacifist Overhaul
  • Heavy Armor Plating
  • Gauss Turret
  • Point Defense System
  • Agent Training Facility
  • Warlord Overhaul
  • Plasma Turret
  • Reinforced Bulkheads
  • Stockpiled Ordinance
  • Energy Shields
  • Fast Missile Launcher
  • Colony Security Facility
  • Ion Pulse Cannon
  • Proton Torpedos
  • ECM Jammer
  • Improved Energy Controller
  • Orbital Bombardment Package
Civil Research
  • Hydroponics Center
  • Research Center
  • Advanced City Planning
  • Efficient Factories
  • Efficient Tax Collectors
  • Improved Colony Infrastructure
  • Cloning Facility
  • Security Training
  • Advanced Farming Techniques
  • Sanctioned Sports
  • Auxiliary Thrusters
  • Terraforming
  • Colony Ships
  • Robotics Facility
  • Clandestine Initiative
  • Space Elevator
  • Combat Engines
  • Warp Gate
  • Planetary Core Mining
  • Gaia Device

How do the tech trees work?

How many "new techs" you have available at any time is governed by your racial. Refinements on tech achievements do not count against this total.

Regular races get 3 slots for new tech, small minded race you get 2 slots, and broad field you get 4 slots. When you research an achievement that has further refinements (i.e., you research Laser I which has a Laser II), the upgrade to that gets added as a green tech, but that upgrade proposal does not count against your total slots for brand new tech.

After successful research, you current available proposals are aged (as VL said, green -> yellow -> red). All red proposals are removed. What you have available is then evaluated; if you have empty "new tech" slots they are then filled with the next available tech (all tech in a branch is sorted by their research cost, and you always get the next lowest research item).

After you make up the whole tree once, you then start again through the tree for any "lost" techs you missed the first time through.

How do combat orders work?

Escort target takes precedence over everything else. If you assign a ship to escort another ship, it will always try to stay close to that other ship, ignoring any other orders that would conflict with that and try to move it away. If the ship it is escorting dies, it will revert to following whatever distance orders are set for it.

Primary target takes precedence over normal targeting orders. If you set a primary target and no escort, your ship will attempt to get to whatever range you have set in relation to the primary target and attack that target (e.g. if you have set to long range, it will attempt to keep the PT at long range, if you set to charge close, it'll try to get as close as possible to PT, etc). If the PT is out of range and other ships are in range, the ship will attack whatever ship in range best fits its assigned targeting profile (closest, weakest, largest, etc).

Once the Primary Target is dead, the ship will revert to its assigned targeting orders and continue on with that.

If you set Escort and PT both, your ship will stay with it's assigned escort target, attacking the PT whenever it's in range, whatever it's normal targeting profile is otherwise, as above.

Distance orders are only checked in relation to the current target. If you have a PT set, your ship will attempt to keep it's assigned distance in relation to the PT, ignoring all other ships. Without PT being set, it will attempt to keep the assigned distance in relation to whatever it's current target is (weakest, smallest, largest). So if you equip a ship with plasma turrets and set to keep long range, target weakest, it will only keep long range to the weakest target, it could still fly directly next to other ships. If you want a ship to keep long range from everything, set it to closest ship. Then it targets whatever ship is closest and attempts to get to long range, if it gets too close to another ship, its target changes and it again attempts to move out to long range so it doesn't get close to anything.
(05-18-2012 09:17 AM)VanderLegion Wrote: [ -> ]What exactly does Biorich Fungi do?

Biorich Fungi increases food production on the affected planet by 4 food per turn. This works regardless of whether the planet is farmable or if you have any farmers.

How about Precious Metals?

Colonizing a planet with Precious Metals increases your empire's income by 10 credits per turn.

And Ancient Ruins?

Ancient ruins increase the number of research points you gain per researcher by 1 per turn.

How exactly do spies (Covert Agents) work?

Each offensive spy you have increases your chance to have a successful spy event by 1%. Each defensive spy the opponent has decreases your chance by 1%. So if you have 10 spies set to offense and your opponent has just their starting 2 spies on defense, you have an 8% chance each turn of success.

Charismatic increases spy effectiveness by 20%, so in the above example, with 10 spies you have a 10% chance, +20% (20% of your current chance) increases it to 12%, then -2% again from opponents spies leaving you at a 10% chance of success.

Repulsive decreases spy effectiveness by 20%, so using the same example again, with 10 spies you start at 10% effectiveness, -20% leaves you at 8%, then -2% more from opponents defensive spies gives you a 6% chance of success.

Charismatic affects offensive and defensive spies both. In 1.1.3 Repulsive affects both offensive and defensive spies, this is being changed in 1.1.4 to only affect offensive.

What are the penalties/bonuses for Shared Intelligence
(Affects Research, Industry, and Farming)
  • -1 per worker at pop 1
  • -1/2 per worker at pop 2-3
  • +0 per worker at pop 4-6
  • +1/2 per worker at pop 7-12
  • +1 per worker at pop 13-18
  • +1 1/2 per worker at pop 19-24
  • +2 per worker at pop 25+

Sticky please Smile

I'll add more later, just figured I'd get it started and I know these are some of the most common questions. I'll get the 1.1.4 Contact Rating stuff added once it's finalized and in.

You beat me to it. I was actually putting this together to add to the academy thread. Thanks.
Ideas of what else should be included would also be welcome.
Good idea on this thread Vander. I'll add some stuff later. Wii time with the fiance for a bit Smile
I was going to include the full tech tree as well as items that have stacking penalties.
(05-18-2012 10:34 PM)StandAlone Wrote: [ -> ]I was going to include the full tech tree as well as items that have stacking penalties.

Good thinking
ECM's are especially non-intuitive because they are not additive. You had a very good post that details out the statistics. I was going to use that.
Also, galactic navigators has been a question as well.
Updated with new stuff
What about combat orders and possibly distances?
(05-19-2012 03:52 AM)falanor4421 Wrote: [ -> ]What about combat orders and possibly distances?

What exactly about them? Havne't really heard a lot of questions on that. Though I suppose combat orders vs primary target/escort would be good...
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