Does everyone else go for a quick military victory, ending the game before any empire gets >50 colonies?
I ask because I've been trying to play an economy/influence game and on larger maps it just turns into micromanagement hell. I've got 117 colonies, 106 ships, 305 starbases and a couple of hundred unread notifications. I'm popular enough that the other empires don't attack me, and I don't go looking for a fight.
I'm in hour 26(!) of my game, Turn 228. Each turn is taking ~20-30 minutes. It isn't fun any more. It feels like a job. About 90% of my colonies have starbases. Every turn I have ~30 new constructors that I have to send to improve an economy/influence/mining starbase. I have to couple click each starbase to find one that needs an upgrade. I thought this was going to be easier using the starbase screens and selecting "request constructor" but half the time it just says "you can't build a constructor at this time" and I have no idea why. So it's all micromanagement.
I've also never finished a game. I always give up and start again as it's clear I've won, with a power rating of 10x the combined total off all the AI empires. Simply because after turn 150 or so it's 20 minutes of empire starbase civil servant for every 1 minute of space emperor.
I see from earlier betas that there was going to be a AI colony governor but any mention of it looks to have been dropped but the current beta.
I'm in turn 270 and at least 25 hours with around the same statues as you and I'm having a blast. I just work on resource management and make sure that once i secure a section of the map I only check on it once in awhile.
regarding the constructor problem: imo it would be helpful if they changes the default scaling of the auto-designed constructors. that script is pretty weak now - it will just fill up all hull space with the best (most expensive) life supports, so in the late game an auto-designed constructor can be quite expensive due to haveing 10 life supports that each cost 50 manufacturing or something.
they should probably change the scaling to put in more construction modules if the hull size allows it. IMO it's ok that the auto-design comes with a sensor, an engine and one life support, but the remaining hull points should be filled with construction modules. you can easily put 2-3 modules on a cargo hull with some hull size increase tech (and/or the reduced size of support modules you can pick early on).
i guess they could also branch out at some point and have to auto-designs - one with extra life supports that you can use for building new stations in deep space and one "upgrade constructor" that only has the bare minimum of required stuff (1-2 engines, maybe a sensor, all else construction modules) that is used by the "request constructor" command.
that alone would probably go a long way without actually changing anything about the command itself, just some tags in the XML.
There are many great features available to you once you register, including:
Sign in or Create Account