First of all this is not a complain thread and I emplore people not to start one here!
Technology :
- Better recycling of tech cards, smaller flunctuations on options on mp. My issue here is that the randomizer has a very wide range between lows and highs, that gives a varied experience for single player game but can critically asssist or cripple a player on mp.
Implementation: When on mp, adjust the percentages for a more balanced game.
Note: I don't care for everyone having the same, but I was playing a game 2 days ago and by year 7, one of the other players had xenowarriors and by year 12, another one had psy jump drive tech...
- Access to technology options for already researched tech from research partners. If I have a research treaty with another empire it only makes sense that already researched technology should be available as an option for the other party.
Implementation: For every research treaty an empire has, expand research options with 1 slot having something from that partnered empire along with the small bonus already implemented. If I have two partnered empires, then +2 options (1 for each), etc
Note: Research treaties, should not be just a bonus but a tool that can work both ways, for you, against you and for the good of the federation/alliance ...
- Player Debris => Research Options. When researching player debris, just like when you do for mobs/space critters, you should get access to whatever underlying tech is under the hood.
Note: This adds a new strategic element, that means that if you have tech superiority you have to be extra careful not to leave your tech around for the others to steal.
- End game research options :
+ Advancement on existing tech, repeatables. It makes no sense that a tech researched at the start of the game can never be optimised and get better.
Implementation: Either more repeatables that add small modifiers to existing tech other than damage/speed buffs or the option to invest in a already researched technology.
Note: ie: I got particle lances, be able to either research mark 2 that makes them available for size [M] or reduce the energy consumption...
+ Repeatable gene tech: the ability to add extra points (+1 point) for modification with repeatable tech (random repeatables for up to 6 times / so as to still mean something to choose how to spend the point)
+ Gaia transformation,
+ Ring World Building,
+ Planet destroyers,
+ Super-Constructions
examples :
a single Giant Fortress that has value for end game use,
Dreadnoughts, 5/10 year build time, ...
Convert asteroid to fortress.
Convert asteroid to research facility.
Convert asteroid to food plantation.
+ Leader Animation/Preservation Enhancements (policy option), make a leader, immortal but adding by an increasing probability adverse side effects every 40-50 years. (we re not made to last forever, but arrogance is lovely)
I'm sure people can add more options here...
Trade (sorry no gs w/out it):
- Internal Trade:
The ability to create trade fleets or trade routes (or trade eddicts) that will allow to trade food/energy/minerals/... between planets / sectors . This way it is up to the player to decide how to properly employ resources and sector specialization can be expanded. Also gives the option to create specialized planets, which means higher risks in case of losing the planet, but higher gains in production capacities.
- External trade:
Build autonomous trade fleets and choose what you want to trade and what you want these to be traded for. Exchange rates are decided in a simple, ceteris paribus, supply/demand model.
Implementation: Every fleet increases your total trading capacities and creates a trade fleet. Trade fleet runs on its own to whatever destination accessible to open/close border policy but actual trade is calculated per month based on general trade settings.
Ability for the black of heart to destroy trade fleets for a small profit but significant penalty in diplomacy for a period of time.
Note: This also allows to expand the significance of closed borders policies and allows for trade to be used as a management/resource tool in the same time.
- Trade fleets, build fleets for the warmongering ally you always wanted but relish in your pacifict ways.
Implementation: Put fleets for auction with a set minimum price. Why scuttle a fleet you cannot maintain and not sell it to the highest bidder?
- Trade armies (as above)
- Trade technology (as above - to the highest bidder)
- Trade slave pops
Ground Combat: (needs some love or lets say a small revamp)
- Policy to set :
+ Blockade (stop access to trade)
+ Influence to decrease loyalty (maybe a fear modifier)
+ Carpet Bombing of planet (gradually remove population and infrastructure tile by tile depending on fleet strength - so 1 ship armies cant do anything)
+ and not Auto-Bombardment on fleets.
Also ethos/regime , size and population of the planet should significantly diversify the quantity and quality of defenses.
A militaristic regime would have a national guard ready somewhere, whereas a pacifist regime would be less likely to overdo it. Think of police states that can easily add security forces to the total army capacity, so ie: a military junta would get extra defenders. On the other hand happy hippes could have higher morale but are less likely to have had guns in their basements.
A planet's size changes the time and resources to be used to conquer it.
- Depending on the size of the invading army, it can only capture a certain amount of tiles per day/ month/ whatever. That means that a 23 tile planet will not be automatically conquered in zero time by 1 xenowarrior unit.
- Aggression levels vs population losses vs infrastructure vs own military losses.
A simple aggresion level setting can affect the damage an army deals vs enemy combatants/population/infrastructure/population happiness and directly affects its own survivability. Small aggression levels by the invading army would mean significant losses to the invader.
- Options for tactical and non-tactical weapons
+ nuke tiles
+ use bio-weapons
+ other people can expand...
- Use of influence to take over a planet w/out losses with a margin for failure.
My pacifist theocrat spends 10 pop*65 influence = 650 to get a planet with 10 population after blockading the planet and sending his missionaries/blatant marketeers/whatever... to convince the population. But there is always a small margin for failure that could significantly boost defenses or require extra influence to succeed.
- Tile-wide Fortress buildings that have to be conquered
- Option to exterminate population on invasion success (diplomacy penalties only against xenophiles)- Option to enslave population on invasion success
- Option to destroy colony on invasion success (diplomacy penalties only against non-spiritual)
- Option to make planet barren (diplomacy penalties against all)
Also I would like to see a procedural cinematic on this, ok, I admit it I always liked moo2 ground combat with a twist of moo3 and galciv1 but I would settle with a simple planet schematic with points depicting my troops, enemy troops and fortifications and how much of that is conquered, circles around units just doesn't cut it for me.
Space Port Production:
- Repeat-build of ship X on current design.
- Set Rally point of produced fleet.
Robots/Droids/AI :
Why when researching Synths, do I have to lose my robots or droids.... Synths and Robots and Droids are different things.
- Be able to build Robots / Droids / Synths simultaneously. Different tools for different tasks.
Planet Interface:
- Upgrade all button (Lord Milutin)
or
- Auto - upgrade option to be ticked ?
Empire Interface: (yes we need sth like that)
- Universal shipbuilder, without me needing to find every spaceport and manually select ships to be build. (Lord Milutin)
- Something like a rally point with ships building at the nearest spaceports should be added.
(Lord Milutin)
- Speaking of fleet, it would also be nice if they added split to 2,3,4,5 fleets instead of 2.
(Lord Milutin)
Colonization : (Lord Milutin)
- When clicking colonize on a planet, you should be able to select desired species from the window, and then a colony ship should be build automatically and sent to colonize desired planet.
------> Sector AI needs A LOT OF work and there are people here that have proposed brilliant ideas to make the sectors usable <------
-------> UI is in dire need of an overhaul <---------
I cant be needing 7 clicks to get 0.3 secs worth of information
I cant be needing to look around my whole empire to find which are the six planets, specie X is living upon, the little search button could just cycle me between the planets. The small legend could just say which planets it resides on...
Fleet management is ... in need of work (yes armies are also fleets, I need to know where they are in a simple and easy way) ...
- edited to add Lord Milutin's excellent additions
Technology :
- Better recycling of tech cards, smaller flunctuations on options on mp. My issue here is that the randomizer has a very wide range between lows and highs, that gives a varied experience for single player game but can critically asssist or cripple a player on mp.
Implementation: When on mp, adjust the percentages for a more balanced game.
Note: I don't care for everyone having the same, but I was playing a game 2 days ago and by year 7, one of the other players had xenowarriors and by year 12, another one had psy jump drive tech...
- Access to technology options for already researched tech from research partners. If I have a research treaty with another empire it only makes sense that already researched technology should be available as an option for the other party.
Implementation: For every research treaty an empire has, expand research options with 1 slot having something from that partnered empire along with the small bonus already implemented. If I have two partnered empires, then +2 options (1 for each), etc
Note: Research treaties, should not be just a bonus but a tool that can work both ways, for you, against you and for the good of the federation/alliance ...
- Player Debris => Research Options. When researching player debris, just like when you do for mobs/space critters, you should get access to whatever underlying tech is under the hood.
Note: This adds a new strategic element, that means that if you have tech superiority you have to be extra careful not to leave your tech around for the others to steal.
- End game research options :
+ Advancement on existing tech, repeatables. It makes no sense that a tech researched at the start of the game can never be optimised and get better.
Implementation: Either more repeatables that add small modifiers to existing tech other than damage/speed buffs or the option to invest in a already researched technology.
Note: ie: I got particle lances, be able to either research mark 2 that makes them available for size [M] or reduce the energy consumption...
+ Repeatable gene tech: the ability to add extra points (+1 point) for modification with repeatable tech (random repeatables for up to 6 times / so as to still mean something to choose how to spend the point)
+ Gaia transformation,
+ Ring World Building,
+ Planet destroyers,
+ Super-Constructions
examples :
a single Giant Fortress that has value for end game use,
Dreadnoughts, 5/10 year build time, ...
Convert asteroid to fortress.
Convert asteroid to research facility.
Convert asteroid to food plantation.
+ Leader Animation/Preservation Enhancements (policy option), make a leader, immortal but adding by an increasing probability adverse side effects every 40-50 years. (we re not made to last forever, but arrogance is lovely)
I'm sure people can add more options here...
Trade (sorry no gs w/out it):
- Internal Trade:
The ability to create trade fleets or trade routes (or trade eddicts) that will allow to trade food/energy/minerals/... between planets / sectors . This way it is up to the player to decide how to properly employ resources and sector specialization can be expanded. Also gives the option to create specialized planets, which means higher risks in case of losing the planet, but higher gains in production capacities.
- External trade:
Build autonomous trade fleets and choose what you want to trade and what you want these to be traded for. Exchange rates are decided in a simple, ceteris paribus, supply/demand model.
Implementation: Every fleet increases your total trading capacities and creates a trade fleet. Trade fleet runs on its own to whatever destination accessible to open/close border policy but actual trade is calculated per month based on general trade settings.
Ability for the black of heart to destroy trade fleets for a small profit but significant penalty in diplomacy for a period of time.
Note: This also allows to expand the significance of closed borders policies and allows for trade to be used as a management/resource tool in the same time.
- Trade fleets, build fleets for the warmongering ally you always wanted but relish in your pacifict ways.
Implementation: Put fleets for auction with a set minimum price. Why scuttle a fleet you cannot maintain and not sell it to the highest bidder?
- Trade armies (as above)
- Trade technology (as above - to the highest bidder)
- Trade slave pops
Ground Combat: (needs some love or lets say a small revamp)
- Policy to set :
+ Blockade (stop access to trade)
+ Influence to decrease loyalty (maybe a fear modifier)
+ Carpet Bombing of planet (gradually remove population and infrastructure tile by tile depending on fleet strength - so 1 ship armies cant do anything)
+ and not Auto-Bombardment on fleets.
Also ethos/regime , size and population of the planet should significantly diversify the quantity and quality of defenses.
A militaristic regime would have a national guard ready somewhere, whereas a pacifist regime would be less likely to overdo it. Think of police states that can easily add security forces to the total army capacity, so ie: a military junta would get extra defenders. On the other hand happy hippes could have higher morale but are less likely to have had guns in their basements.
A planet's size changes the time and resources to be used to conquer it.
- Depending on the size of the invading army, it can only capture a certain amount of tiles per day/ month/ whatever. That means that a 23 tile planet will not be automatically conquered in zero time by 1 xenowarrior unit.
- Aggression levels vs population losses vs infrastructure vs own military losses.
A simple aggresion level setting can affect the damage an army deals vs enemy combatants/population/infrastructure/population happiness and directly affects its own survivability. Small aggression levels by the invading army would mean significant losses to the invader.
- Options for tactical and non-tactical weapons
+ nuke tiles
+ use bio-weapons
+ other people can expand...
- Use of influence to take over a planet w/out losses with a margin for failure.
My pacifist theocrat spends 10 pop*65 influence = 650 to get a planet with 10 population after blockading the planet and sending his missionaries/blatant marketeers/whatever... to convince the population. But there is always a small margin for failure that could significantly boost defenses or require extra influence to succeed.
- Tile-wide Fortress buildings that have to be conquered
- Option to exterminate population on invasion success (diplomacy penalties only against xenophiles)- Option to enslave population on invasion success
- Option to destroy colony on invasion success (diplomacy penalties only against non-spiritual)
- Option to make planet barren (diplomacy penalties against all)
Also I would like to see a procedural cinematic on this, ok, I admit it I always liked moo2 ground combat with a twist of moo3 and galciv1 but I would settle with a simple planet schematic with points depicting my troops, enemy troops and fortifications and how much of that is conquered, circles around units just doesn't cut it for me.
Space Port Production:
- Repeat-build of ship X on current design.
- Set Rally point of produced fleet.
Robots/Droids/AI :
Why when researching Synths, do I have to lose my robots or droids.... Synths and Robots and Droids are different things.
- Be able to build Robots / Droids / Synths simultaneously. Different tools for different tasks.
Planet Interface:
- Upgrade all button (Lord Milutin)
or
- Auto - upgrade option to be ticked ?
Empire Interface: (yes we need sth like that)
- Universal shipbuilder, without me needing to find every spaceport and manually select ships to be build. (Lord Milutin)
- Something like a rally point with ships building at the nearest spaceports should be added.
(Lord Milutin)
- Speaking of fleet, it would also be nice if they added split to 2,3,4,5 fleets instead of 2.
(Lord Milutin)
Colonization : (Lord Milutin)
- When clicking colonize on a planet, you should be able to select desired species from the window, and then a colony ship should be build automatically and sent to colonize desired planet.
------> Sector AI needs A LOT OF work and there are people here that have proposed brilliant ideas to make the sectors usable <------
-------> UI is in dire need of an overhaul <---------
I cant be needing 7 clicks to get 0.3 secs worth of information
I cant be needing to look around my whole empire to find which are the six planets, specie X is living upon, the little search button could just cycle me between the planets. The small legend could just say which planets it resides on...
Fleet management is ... in need of work (yes armies are also fleets, I need to know where they are in a simple and easy way) ...
- edited to add Lord Milutin's excellent additions
Last edited:
- 6