Potential exploit - wonder if it should be fixed

Thread: Potential exploit - wonder if it should be fixed

  1. nickygg said:

    Default Potential exploit - wonder if it should be fixed

    Hi,

    I am playing a Boii campaign on v2.3. I noticed that the player can build Migration government and then a colony. However, when the Migration government is latter destroyed, the colony continues to operate. As a result, the player can use the main benefits of Migration and not suffer the drawbacks. For example, I now have a town with military occupation which can recruit colonist units. It makes sense that if I revert to Allied government I would have the benefit from its own unit recruitment and better building options together with the colony rooster and its cultural benefit. Heck, if I build an Allied Oligarchy, I will have a double the cultural benefit.

    I've tried only with the Boii, but I don't see why this is not applicable to all other colonist factions.

    Should this be fixed somehow, or do we assume that having the colony building is fair game - after all, building the Migration government cost time and resources.

    Cheers,
    Nick
     
  2. QuintusSertorius's Avatar

    QuintusSertorius said:

    Default Re: Potential exploit - wonder if it should be fixed

    All the non-recruitment benefits of the Boii colony should disappear if you no longer have a Migration government present.

    I'll have to check if it also excludes Allied Governments. Note Allied Governments don't convert to your culture, they convert to Independent (rel_x).