the6the wrote: ↑Sat Sep 23, 2023 5:08 pm
Oh Wow. That would never have crossed my mind.. PF's costing that much. O.k. good to know!
It's not that they cost that much each, the problem is that you have a ton of them.

And I didn't even go through all your systems.
For reference the cost is 1 credit per unmanned PF, doubled for Hard and tripled for Impossible.
Some time ago, following a similar discussion, I changed it to this maintenance cost only applying when the system's population is still growing. So it's a temporary upkeep, really. (*)
That's kind of a bummer though, coz it means you can't really prepare a huge pop system ahead of time, without getting a lot of redundant pops.. But I get why it is the way it is. Timing is crucial.
Without going into a RL vs gameplay debate

, I've seen some really crazy stuff in some savegames.
To notice that building stuff actually "costs" credits, since you're not getting credits from Trade Goods. I'd argue that those credits are more useful earlier than later, but the reduced micromanagement kind of makes up for it.
(*) I could kind of reverse it and make it apply only after population is maximized, but that would make it kind of a permanent upkeep.
I can also just scrap the whole idea, since if you build 20 or 30 of each type of PF whatever the system size, you're already losing a bunch of TG credits by keeping your build queue busy unnecessarily.
Or, if we want to keep some degree of upkeep, pay only for those PFs above the maximum the colony can possibly man when fully populated.
This is not meant to be some sort of punishment, but an incentive to play efficiently - though you can always look at it both ways ofc.
As for the bug - no, AFAICR I didn't upgrade it, it was on the list to begin with. I would have had to upgrade it 3 times, and I think I'd remember doing that.
You wouldn't happen to have a savegame right before colonizing that system, would you?
Did it happen in any other system? I guess I can try to colonize a system with your save, and check what happens.