Sugestions to improve the game

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Walayimuna

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Jan 5, 2017
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I am enjoying the game a lot, but I do have some issues with the game interface, I believe it could be reworked to require less actions in order to do simple things, like terraform planets or create mining stations.

My first suggestion would be regarding the colonization menu (F9), I believe this menu could be greatly improved with the addition of a terraforming section, a simple menu with the same icons as the ones of planets, like continent, ocean, etc., where you could order to terraform a planet with a single click, and once the terraforming is happening, this menu would be replaced with a progress bar of the terraforming process.This way one would not accidentally colonize a planet that is currently being terraformed.

I would also suggest a new menu list, to help organize the resources and building of mining and research stations, this would be a menu list of resources, with indication if this resource currently has a mining or research station built on it, with an option to order the nearest available contruction ship to build this station, this list could be ordered by resource, so one would first build the stations that would provide more resources.

A similar menu list, regarding the special projects and anomalies would be very welcome as well, this list would be similar to the resources list, where one could assign the nearest available science ship to do a special project or research an anomaly, this list could be ordered by time remaining to do the project, or by dificulty of the anomaly.

I can see the use for another menu list regarding the military stations and outposts, with an option to upgrade them to latest design.

I would also add more options to the sector section, specially regarding on the space stations, with an option to upgrade the level of the space station to the right of the list of modules, also if would be great if one could create a template of space stations, so all the modules on the station follow the template for the sector.

A menu list to build ships would be welcome as well, they could be related to rally points, so instead of building ships station by station, one would select a rally point and build the ships there, this would cycle through the nearest available space stations of the rally point to build the ships.

An option to upgrade the buildings on the planet through a simplified menu would be nice as well, it could be present on the sector screen, since core worlds are present there as well, this option would allow one to upgrade all the buildings on the planet by resource ( administrative building, mineral, energy, research, influence, etc. ).

Now, regarding leaders, I would like to see new technologies where one could research trainable traits for leaders, this would be done by spending influence once the technology is researched to add a new beneficial trait, or remove a negative trait.

I believe others have suggested this in the past, regarding trading, I do miss options to trade specific technologies, or ships, or sections, or even diplomatic options, like open borders, or close borders to other nations, or create trade embargoes with other nations.

Thank you for reading this wall of text.

Wally.
 
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Oscot

King of Space Portugal
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Most of these suggestions wouldn't be useful.

In the early game when you might have lots of un-terraformed planets, nobody can afford to terraform 20 planets at once, so "accidentally colonizing a planet that is currently being terraformed" requires you to be a special kind of stupid to not remember the one you set to turn Tundra. And in the late game when you do have the money all the planets are already full so there's nothing to terraform.

Same thing basically with mining stations. There is already an indication of a resource has a mining station on it (the colour of its number on the strategic map). In the early game you have ample time and incentive to micro them personally, and in the late game the sectors do all the orbital development work for you.

Anomalies can already be cycled between, and assigning the nearest science ship to them is the last thing you want to do, since the important thing with anomalies is failure chance, not ship proximity.

No amount of upgrading is ever going to turn a military station or outpost into anything other than a speedbump so you may as well not bother. Except, again, in the early game, but in the early game you aren't going to own enough of them to make a sortable list useful.

An upgrade-all-buildings button: if you don't want to micro a planet, why haven't you put it in a sector? That's what sectors are for.

Purchasable leader traits: no. I want my leaders to determine the direction of my empire, not the other way around. Leaders are already too devoid of personality, so making them more devoid of personality by turning them into another min-max problem is the opposite of what you need to do to them.

As for the whole "I wanna be able to trade EVERYTHING!" crowd, personally I see the restrictions on trade as good thing, to prevent gamey playstyles where you do nothing but save money and then just reactively buy your way out of every situation you encounter. Grand strategy is supposed to be a genre that rewards strategic planning (or, rather, punishes the lack of it), and "Lol I'll just hoard gold and insta-buy my way out of whatever comes up" is the antithesis of this principle.

WELCOME TO THE FORUM
 
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Walayimuna

Corporal
34 Badges
Jan 5, 2017
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16
  • Age of Wonders III
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Heavy Metal
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Most of these suggestions wouldn't be useful.

In the early game when you might have lots of un-terraformed planets, nobody can afford to terraform 20 planets at once, so "accidentally colonizing a planet that is currently being terraformed" requires you to be a special kind of stupid to not remember the one you set to turn Tundra. And in the late game when you do have the money all the planets are already full so there's nothing to terraform.

Same thing basically with mining stations. There is already an indication of a resource has a mining station on it (the colour of its number on the strategic map). In the early game you have ample time and incentive to micro them personally, and in the late game the sectors do all the orbital development work for you.

Anomalies can already be cycled between, and assigning the nearest science ship to them is the last thing you want to do, since the important thing with anomalies is failure chance, not ship proximity.

No amount of upgrading is ever going to turn a military station or outpost into anything other than a speedbump so you may as well not bother. Except, again, in the early game, but in the early game you aren't going to own enough of them to make a sortable list useful.

An upgrade-all-buildings button: if you don't want to micro a planet, why haven't you put it in a sector? That's what sectors are for.

Purchasable leader traits: no. I want my leaders to determine the direction of my empire, not the other way around. Leaders are already too devoid of personality, so making them more devoid of personality by turning them into another min-max problem is the opposite of what you need to do to them.

As for the whole "I wanna be able to trade EVERYTHING!" crowd, personally I see the restrictions on trade as good thing, to prevent gamey playstyles where you do nothing but save money and then just reactively buy your way out of every situation you encounter. Grand strategy is supposed to be a genre that rewards strategic planning (or, rather, punishes the lack of it), and "Lol I'll just hoard gold and insta-buy my way out of whatever comes up" is the antithesis of this principle.

WELCOME TO THE FORUM

Honestly, I believe my suggestions were very reasonably, and you lost all your integrity when you insulted me right at the start of your reply.
 
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