1. Ship Designer: Make rotation a little more obvious. Right click-drag would do great.
2. Influence numbers in a particular hex could be more transparent. I seem to remember GalCiv2 would tell you how much influence each race had in a particular sector?
3. I miss Trade Goods!
4. The Tech Ages are annoying. The descriptions really aren't that accurate, and the limitations feel artificial. Maybe make more than just 3 ages, and have each age need more techs for it to make more sense, or get rid of them altogether please!
5. Really miss the orbital terraformer that terraforms all available tiles at once!
6. When you obsolete a ship design, it'd be nice if it would obsolete that entire design chain (so that I don't have to obsolete Ranger M1-M100000000 )
7. When a Constructor goes into orbit around a starbase that doesn't have an available upgrade, it "defends" the base. When an upgrade becomes available, the Construction has to be ejected, then re-docked before it can be used.
8. Add the ability to upgrade a ship as part of a fleet without ejecting it. Or, upgrade from the stacked ship panel.
9. Really need battle focus and quickturn!
10. Number of moves left for a fleet would be nice to see.
11. I'm getting random problems with text overlap.
12. Pulse Cannon and Graviton Accelerator both say Not in Alpha, but can be built (Starbase).
13. I'd really like to have more benefits from mining resources, other than some ships/parts that I won't be able to use for 500 turns. Maybe bring back the resource bonuses from GalCiv 1 and 2 as well? Morale/Economy/Military/Influence boost. Less than before because of the future component uses, but still something to give you ongoing bonuses?
14. Ejected ships should autoform fleets if they're on the same tile.
I'd like to agree with the sentiment of just doing away with Tech Ages. They don't really fit the game, in my opinion, they're just clunky.
I've been having some puzzling results from some of my battles recently. I went heavy into beam weapon tech, then built a fleet of four ships, each having 44 beam (disruptor), along with 21 shield, 11 point defense, and 46 armor. Several times I had fleets like this go up against enemy fleets. One of those fleets had total values of 20 beam, 30 missile, 6 kinetic, along with defenses of 34 shield, 33 point defense, and 26 armor. In other words, my fleet was considerably stronger than the enemy in each area of defense, and I also had 176 beam points, far outclassing the opponent's beam defense. Fleet hit points were roughly comparable. Yet my fleet got its butt kicked. More than once this happened with fleets just like these, so it wasn't a fluke. What's going on here? By my estimation, my beams should be vastly overloading the enemy's defenses, and my defenses should be putting up roughly an even fight against each weapon type of the enemy. Yet it doesn't appear to be working that way. What gives? Is there something I don't know about the combat in this new game?
Beta 1 ignores ship defenses. Known bug, fixed (we hopes!) in Beta 2 (later this week, oh plz)
In each tactical round, each ship shoots its entire firepower at 1 enemy target. Excess firepower beyond the target's hp is wasted.
If the enemy greatly outnumbered you, then it's possible that your ships just didn't kill them off fast enough.
If the enemy fleet is composed of smaller ships this outcome is quite possible. Let say the enemy fleet has 9 smaller ships against your 4 bigger ships.
You Enemy4 9 First round: you kill 4 of his, while - and this is likely on the given stats - he kill 2 of yours.2 5 Second round: you kill 2 of his, he kills 1 of yours.1 3 Third round: you kill 1 of his, he kills 1 of yours.0 2 He has won.
Paul has discussed this a few times in the developer feeds: https://www.youtube.com/user/stardockgames/videos
Ok, that makes sense in light of the news that defenses aren't working yet. I didn't know that. I was assuming my defenses were nullifying some of the enemy's firepower, but apparently not. Looking forward to beta 2!
Also, I'm sure this is also a known bug, but ship upgrades are currently free, even though they claim to have a cost. That allows one to build the most advanced ship of a particular size for the cost of the cheapest ship of that size plus one turn to upgrade. Hope that gets fixed in beta 2 as well!
I wouldn't count on it. When it came up in a stream, Paul didn't think there was a problem with defenses. I don't think they'll be taking a good look at combat until they start work on beta 3.
There are many great features available to you once you register, including:
Sign in or Create Account