Bug Reporting for v2.7.1

Could be useful for Military Tugs to have backup tractor beams. But that is the only thing I can think of for why you would want it.

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Your explanation makes sense; it accounts for how I have other populations with higher surface temperatures that still have (F)rozen water vapor. Thank you.

Agree.
But I don’t know if the current version can use the second beam if the first one breaks.
We could propose it in the suggestions discussion.

When renaming a ground unit marked as a non-combatant, the (N) designation disappears until the ground unit window is closed and re-opened.

With Population Growth Modifier < 0, in a colony with CC > 0 and without infrastructure, the population will grow, not decrease.

It looks pretty cool for alien species - “We can live anywhere EXCEPT these conditions”.

I imagine the growth modifier just wasn’t intended to accept negative values, but I guess it could have utility if you want to play a dying race where your long-term survival depends on conquering another race with normal growth. In that case it’s just an issue of making sure the two negative growth factors can’t cancel each other into positive growth.

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When a fleet is landed on a ship, it is not possible to turn on or off its active sensors. But, this is possible selecting one by one each ship of the fleet.
Is it WAI or is it a bug?