Greetings!
v1.2 is now out the door! Cool random events can now be created by modders and we include a few by default. Also, if you haven't already picked it up, grab the Mega Events DLC which adds a lot of new art assets to have even more mega events (and we plan to actually be updating these DLCs over time with more stuff as we think of them too).
DLC link: http://store.steampowered.com/app/389930%20
So...
What is 1.3 about? One thing: UI.
It's not sexy but it's time to talk about the late game micromanagement issue in this game. It needs to be fixed and it can't wait for some future expansion. It needs to be fixed NOW. We have a lot of things we want to do that require players to be able to manage effectively (and have it be fun) very very large empires.
1.3 is due out in 30 days so let's get to work.
Name the top 5 things you would like to see done to address micro management. Be as specific as possible.
Customizable governors. Research governor, manufacturing governor, etc. That will build out the planet with particular mindset. Also, ability to set "must have" improvements no matter the governor type, i.e. Colonial Hospital, specific number of farms, etc.
1) Get governors that manage groups of planets, and allow us to designate at the time of colonization what a planet does..three check boxes, production, research or economy. Easy. If I wan to come back and micro, please allow us to do so.
2) Constructor management and better way-points for directing them.
3) Being able to manage colony names better. I often rename colonies based on what they do, Research alpha, beta, ceta, delta. Can we sort colonies based on what they do?
4), I want clear information on how my empire is doing and where my money is going. How much research does this tech cost and how much am I generating? (put this number on the colony research field so I don't have to go to the tech tree to find it.)
5), Can we get planets both habitable and ones that are able to be colonized back in the ui so I can go back and find them? Are putting in galaxy sectors helpful in this case?
Excellent
1. Player-made groups of planets which can all have their production wheel altered simultaneously. So if I go to govern, I can just select 'planet group 1' and all planets in that group will adopt whatever wheel setting I've given.
2. Patrol.
3. Waypoints
4. The ability to switch between shipyards, like you can with planets.
5. Planetary Governors. I honestly don't care what my 159th class-5 planet does, as long as it does something.
1 and 5 would also potentially be helpful for the AI.
My wishes...
1 A planet governor that is a profile of the planet management screen. I can create profiles for different stages of planet growth or faction needs such as peace/war, Labeling or tagging the profiles would be helpful. The button that locks the planet to the faction settings should be two buttons, one that locks the prod wheel to the faction prod wheel, and one that locks the military slider to the faction slider.
I have no idea how to apply governors to build queues. Others can debate that.
2 Fleet commands need more tags and flexibility. If I have two wars going, I need to be able to send ships of the same type to different places. A flexible tag system of team red, team blue, etc, would help me sort out ships and fleets and send them places. It is possible to set up reg expression tags in ship names, for those that go into that kind of detail, but that comes awfully close to actual scripting. There is a send all ships from this shipyard command that does me no good. I can end up sending ships to multiple places, by type or team or need. So I need some sort of tagging for that situation, also.
3. Fleets need to be able to exchange ships more freely. The eject ship mechanic is finicky. All menus need a group selection paradigm of shift clicks and ctrl clicks, build queues, fleet displays, etc. This will greatly reduce the busy work of single clicking over and over through a cycle of commands. Consider a display of all ships stacked in a hex, where groups can be reselected and sorted out into new fleet combinations. If I am gathering a mass of ships at a single rally point, that would help me out.
4. All lists need to be sortable in multiple ways. This is a popular topic, and others will gladly add ideas and details. Almost all of them are vitally important.
5. I touched on it above, but I will emphasize it. Count the number of clicks for every process with extreme OCD attention. Every extra click is a tragedy to avoid.
And for God's sake, keep them sorted after I go into a planet and back out again. Having to re-sort the list 50 times while I'm searching for one particular planet which I know is 'about here' in the list is annoying and needless.
1) player-defined colony economic slider groups (AKA "governors")
2) list of unclaimed planets ( where Class > 0 )
3) put the economy slider in easier to reach places. it's currently burried on a subscreen. It would be better if a mini version replaced the planet-graphic on the planets list (the planet graphic provides no useful info anyway), and/or was on the main colony interface. It's too important to be on a subscreen.
4) refactor the whole constructor issue. constructors should just build a starbase. Subsequent additions should come from tethered shipyards (-or- more constructors if you have really deepspace starbases).
In order of preference...
1. A button to let us skip all remaining idle ships to end a turn.
2. A button to let us destroy all of a certain type of structure on a planet (eg. destroy all labs).
3. Make the planet screen under the "Govern" tab focus on the selected planet so we can see where it is on the map. Either that or make any planet we manage the current focus on the map. That would do the same thing.
4. A sortable list of fleets on the right side of the screen.
5. Make the planet list on the right side of the map sortable by name, order of acquisition, wealth, manufacturing or research.
Borrowing from the others that have posted here already:
1) Can we get planets both habitable and ones that are able to be colonized back in the ui so I can go back and find them? very helpful especially on larger maps?
2) The ability to switch between shipyards, like you can with planets? This has been a pain at times?
3) A button to let us skip all remaining idle ships to end a turn. Not essential but would be nice?
4) Make the planet list on the right side of the map sortable by name, order of acquisition, wealth, manufacturing or research? or by planetary Class?
5) Patrol and waypoints and perhaps escort as well?
If I can think of anything else I'll add it later
Thanks for taking the time to read our posts
I'm a retired band director. Several times a year we submit our product for review by our peers. It always hurts and it is usually helpful - and it is a vitally necessary 'corrective' dose of medicine. I applaud you for being willing to do this - I sincerely want to see GC3 shine.
1) A button to wake up all ships on sentry and/or guard.
2) A 'lasso' I can draw on the map to grab ships or planets and do things with them as a group. Or sectors. Or a definable sector governor, such that I can add or subtract planets from him.
3) Some way to reduce the incredible clicking hell of updating starbases. If it was up to me, I'd only permit constructors to build starbases, shipyards and military improvements - otherwise make the social/military slider a 3-way with starbase improvement being the third leg.
4) A button to remove projects from every planet - or every project of a selected type. Every time you research a new terraforming item you have to go to every single planet and shut off the project, select the tile to update and then (when it's done) go back and start constructing the building for that tile AND THEN go back and restart the project - or customize the production wheel for every single planet. I've actually quit playing the game because it is too painful to research anything.
5) What naselus and MottiKhan and Echillion said - +1.
6) I agree with orischild that the current fleet management system is a clickfest that doesn't really allow you to do anything anyway. To give one common example: click on the fleet, click on a ship, click on decommission, click on YES, probably click on three other things, then repeat. And repeat. And repeat. Or move a ship onto a fleet at the end of a turn; next turn you will have to select it, move it one hex, move it back and THEN it will join. Don't try to use the 'Manage Fleets' because you can't add one ship that way.
7) Allow shipyards (or starbases with a particular module) to rapidly repair ships. If ship repair in space is capped at 1 (for a medium hull), then ship repair in orbit should be capped at 3 and a shipyard or *Repair* starbase capped at 12 or 15 per turn.
8) Better planetary management. How I long for the clunky old days of GC2's spreadsheets. It took a while but you could see at a glance what you were doing and change priorities with maybe one click per planet. Now it takes 5, maybe 6 per planet.
9) Fix the sorting issue in the shipyard. I go into one planet, the oldest ships are on top. Next planet, the oldest are on bottom. Then the oldest are at the top again... rinse and repeat.
10) Allow me to cycle through shipyards the way I can through starbases and planets. I mean, really - the concept that similar things should work in similar ways goes back to the first Mac, right?
Sorry if I sound grumpy. I promise you I wouldn't be grouchy if I didn't care - a lot. GC2 was one of my favorite games and GC3 should be better. It's prettier, but not as smart - and not as functional.
1. address starbase spam by either vastly increasing their coverage range (for mining ones, not economy) and/or vastly lowering the amount of module upgrades they need. Perhaps make the modules something we can just purchase right on the starbase which would remove all the constructor spam that happens
2. the UI needs to clearly alert you when enemies cross into your territory. Right now the notification is hidden and buried at the BOTTOM of a list. It needs to be right on the screen as a notification button like in Civ and Warlock games. Otherwise when you have a large map each turn you need to hunt for any potential enemies sneaking in
3. colony management is brutal right now, with the biggest problem being constant terraforming which results in forcing the player to min/max by destroying old structures and rebuilding them in new orders to get the best adjacency bonuses. On large maps with lots of planets this becomes a massive chore. REMOVE adjacency bonuses all together (so we can just freely place stuff without caring for grouping) which would allow a governor AI to be put in that wouldnt care for placement, just meet quotas designated by the player
1) starbase governer
when you select a specialization you get a list of all module types that can possibly be built with a simple on/off switch
for example after selecting economy starbase i get the following list
manufacturing ON morale ONwealth OFF research OFF range 0*sensors OFFdefenses OFF
* range should be a sequence of 0,1,2 by click
this is what my opinion of the default economy starbase list should look like simply clicking one would toggle it from off to on or vice versa.
the items on the list should be able to be dragged up and down to set a priority. when in the ON state if a module is available the starbase will automatically order an appropriate constructor ** from an appropriate shipyard *** and build the module
** the game needs a second blueprint for modules the first for building an initial starbase can be what is currently in use, the second for providing modules should have absolutely no life support whatsoever its completely useless it should instead have as many constructor modules as possible and then fill any excess space with engines
*** an appropriate starbase is not necessarily the closest starbase it should instead be the starbase that will produce and deliver the constructor in the shortest time so (current build que +build time for constructor +(distance/moves)) if a starbase is shut down it should start up the starbase until the constructor is built and then shut it down again.
2) rally point types and destinations
so rally point types would tell your ship to do something specific like fleet up. if i send my ships to a fleet rally point they would go idle until they form as close to the logistics cap as they can reach; before asking me to do something ( this needs to be smart enough to figure out that if my logistics cap is 17 and im only sending 5pt ships at it that it will ask me to do something when it reaches 15.
a destination would take place of asking the player for a command using the above example if i had
Rally point #1type fleetdestination rally point #2
when the ships reaching RP#1 reach 15 logistics cap it would send the ships to RP#2
3) Planetary governor
ok this ones going to be tricky but if done right i think it would provide a goldmine of information to help the AI build better planets
what i would like to see is essentially a series of IF statements in a loop where the system tries to fullfill the first if statement failing that moves on to the second and the third if it completes one it starts over at the top
so my setup for Planet Starter Governer would look something like this
1) upgrade building2) if build time > 1 and treasury > 10k: rush buy3) if object in build que do nothing 4) if factorys < 2: build factory in highest manufacturing bonus tile5) if poulation < approval and < pop cap: build assembly 6) build intimidation centre in highest approval bonus tile7) build missionary centre adjacent to intimidation centre8) build preperation centre adjacent to intimidation centre9) if nothing in build que; Alert player
4) when selecting a terraforming project --->*ALL TILES*<--- that can be terraformed need to be highlighted by different colors based on their land mass %
for example soil enhancement and ultra terraformer should be green
tiles that can be terraformed by the next tech up should be yellow and then orange and then red or something to that effect they should also have a highlight in the middle; six terraformable tiles surrounding a 7th tile that cannot be terraformed its hard to see
The biggest for me would be able to have a starbase upgrade automatically when a constructor arrives at it. A preference list like the one which androshalforc listed could work for preferences, if that is a concern. But simply being able to fire a ship loaded with cunstructor modules toward a starbase and then forgetting about it will be godsend in the late game where there are dozens or even hundreds of starbases to upgrade.
1. Constructor micromenegment hell in Late game. This one is a downer and needs to be made fun and seemles. On insane I can get easy 300-500+ starbases. It takes 5 to 15 min to manage them each turn.
2. Planet governers. Peek at endless space, whilst not perfect, They get the job done.
3. Fleet manegment. Its ok until you upgrade your fleets.Once you do that They forget their objective, they disband their fleets and Its not fun trying to remember what your 1000 ships were doing.
4.Large empire manegment screen. You have to have a screen from where you can acess everying and issue all commands like "all Rush", if u have money, "go here" and so on. Acess planet screen etc.
5. Syipyards have to know to update latest ship design by default in que once you unlock New techs. Its tough to manage them once They go over 300+ Lastly the "shutdown " should be auto. When the shipyard gets the job done it goes in "idle " mode waiting for your command. Trust me- no fun in shutting them down manually on turn 500. Make them " set and forget "
--- I agree with some of the Devs, not make it fully auto, like just sit back and watch, but im confident stardock can find a way to make it fun. Lets face it, On your 20th insane map play you really dont want to do the same things over and over. You know the game, you know what makes what so make it fun for veterans! Good luck! 😊
#1 Make unit map commands that work only when detecting hostiles. I do not want to "reguard" my defender just because some stupid neutral constructor just came in range. I only care about the units I am at war with. Also not sure what the detection range is, but maybe increase that a bit as well? I use mostly starbases for detection, and sometimes units do not react even when enemies are somewhat nearby and visible.
#2 Give us a warning when the Birthing project hits the population cap so we can switch more easily without checking all the time.
#3 A global slider that works for shipyards would be sweet too. (without messing with the "local" settings) Then you could pump or relax military spending without micromanaging like crazy for every single colony.
#4 Multi-selection in the ship designer. Sometimes I want to get rid of a ton of ships to clean up the mess. Multi-selection would help immensely with that.
#5 Sorting in the shipyard. I would really love to have all "support" stuff in it's own category, and maybe even ships sorted by size. Any customization available here would be awesome. Finding that constructor can be a huge pain in the ass sometimes when new ship designs pop up all over the place.
I'm thinking that some rework of the whole system should be in order instead. Why not tie starbase upgrades to cash? So you only need a constructor to create the basic one, then cash to upgrade it. The whole system is unneccesary complicated and not very fun to play around with.
- There should be an "next turn" option even if there are still idle ships. If I send them on guard, they we'll vanish in oblivion, but I just don't want to move them "this turn" (maybe because the front fleet needs to clear out planetary defenses first before I continue moving the troop transports, or whatever). Allow us to finish a round when we think we're done, instead of spacebar-ing through a lot of ships that we'll move the next turn again. This takes up a lot of my turn-time.
- A useful guard command that doesn't get thrown off by a random freighter coming into range. Only enemies should wake a guard. Perhaps two different commands, "wake me on anything" or "wake me when a friggin Drengin Deathstar fleet is approaching".
- Planetary governors, see above.
- Revamp of the starbase construction, Modules should be built via planets/starbases themself instead of constructor spam.
- An auto-upgrade feature for custom ships. Say I have a Mk3 variant of a cruiser, then I get a shiny new laser/shield whatever tech. In higher-difficulty level games it makes a lot of sense to bring this technological breakthrough to the frontlines fast, so I have to redesign a ship. Allow us to just easy-click say "Upgrade that ship design" in the shipyard, maybe with a few sliders, "2 latest engines, 2 life support, 1 shield, rest best mass drivers" or something like that. Personally, I always use invisible parts for the functional parts, i.e. all my engines, weapons etc. are just hidden inside the ship.
-Ability to have variants of ships. I design a new ship type visually. In the course of the game, I make various variants of it, with lasers, disruptors etc. as tech progresses. Maybe it would be good to allow ingame a variant option for custom ships, where all variants are subsummed, Mk1, Mk2 etc. . Only the latest variant or player-choosen variants would be displayed. Right now, all count as different ships, and when replaying with the same race/shipstyle, all that variants get thrown into your face. For the default ships, only the latest variant is shown. Something similar for custom-made ships. Perhaps in last game, I went with mass drivers, but now I'll redesign my variant with missles instead, so all former variants are useless in this game.
- A "Do" and "undo" button for the ship designer. Would help a lot if you click wrong, and saves a lot of time.
- Ability to name shipyards, or have a small map to know where that thing is. I always have to exit to shipyard to see where it is stationed, and what to built depending on its position relative to the frontline.
- More sorting options for ships. Make sure the system can handle a lot of different ships easily, without the player getting lost. Over 1000 cool shipdesigns already in the steam workshop, more to come. Allow us to sort downloaded ships ourselves.
- The most useless click in the game for me is the "Resume" button in the shipyard. If I built something, the shipyard should be active, if I don't built something, the shipyard should be "inactive", without me having to switch it on or off. That is really nerving me, and should be handled more intelligently.
- Better tech labeling. If I have researched a specialization, I go to the Diplo screen and want to trade it for my neighbor's specialization. This is always a click-fest. I have to exit the diplo screen again, look up the techscreen to see how the other specialization is called, and then reenter the Diplo screen. Maybe: "kinetic specialization I: Name xy" would help.
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Unrelated, BUT WE NEED CUSTOM COLORS FOR SHIPS! Especially now with the tons of cool ships/races from the Steam workshop.
1. The ability to select certain items/planet types/Civilizations and have them highlighted on the main map.
Example: I wish to mine Prometheum, so, I select it from the list and all the explored Prometheum Deposits are highlighted on the map.
Example: I wish to place a starbase near a minor civilization but I have forgotten where they live (don't laugh). I select them from the list and either the specific civ is highlighted, or all minor civs are highlighted.
Many many items could be included here. On large maps, things get lost, help us find them.
2. Being able to mark on the Main Map (not just way points) with items/markers that also held notes would be great.
3. As noted above, being able to cycle through Shipyards would be great.
4. Floating windows on the main map that can be re-positioned where I want them.
5. The Tech Tree needs to let me know specifics about techs more clearly. There are certain items like Hyperion Shrinkers that I forget which tech it requires; then if I change races I am completely lost. I should have a way to find the tech associated with a product or building and it should be a reversible lookup too.
1) Select a custom design to be used when calling for a constructor from a starbase
2) Add a similar feature to planets and starbases that will let you call a custom garrison ship
3) Let us see what the minimum tech required to terraform a tile is, or let us see how much land a tile has and add the minimum % to the descriptions of the terraforming techs
4) While trade requests work other AI communications only show one if the AI tries to send multiple in the same turn (you'll see 2 or 3 pop up but closing the first closes them all)
5) An option to automatically set a planets social production to the minimum required to build new upgrades and then set the wheel back to where it was when the planet finishes.
1) Restructuring how starbases work. They have numerous issues, and I don't believe you solve them with better controls over your never end production of constructors. Clearly, the design results in occupying your shipyards and eating up resources that could be used to produce other ships, I like this. I reccommend a Starbase sponsoring system, where by a shipyard can sponsor up to 5 bases and slowly produce the upgrades (or 1 base and quickly upgrade them).
2) If the map was split into multiple sectors (giant hexagonal areas), this would open the game to managing the planets, and local fleets, by sector. Thus, we could have sector patrol command/etc. Rome Total War's regions is a great example of this for managing multiple cities within one region. If you also applied the management wheel to the whole sector, could save you some time, though, would be less efficient than planet by planet (which I believe some devs want to get rid of anyways, because it may be too powerful?).
A Sector governor could then be established too, and given a priority to "defend sector" or "colonize sector". He would only have access to the resources you possess within that sector notably.
This also could be rejiggered, so that Shipyards can only be sponsored by planets in their sector. In which case, remove the distance modifier entirely and remove the planetary sponsor limit, as the distances would always be fairly local and you'd have less flexibility in what planets you use. But this would make sector governors a bit easier to organize.
The implementation is all debateable, these are just my thoughts. But Starbase management sucks, and splitting the map into regions/sectors is a great way to begin implementing smarter automation capabilities to our empire (and will likely help the AI, right now its view of the universe is a bit too global).
I'd like to see shipyard grouping. Set up a group of shipyards with a single waypoint, and order the fleet you want built - the group would then calculate what shipyard needs to build what ships in the desired list to get the whole fleet assembled at the waypoint the fastest. Perhaps a military starbase could serve as the waypoint-hub for this functionality, with one module giving it the ability to request fleet building.
I agree with a lot of other suggestions above. If I'm to hold myself to just 5 things, these are them. Others have said these things, but so I will echo the ones I would love to see, in this order.
1. Production wheel/slider profiles to which multiple planets can be set. You also should have governors to automatically switch planets to different profiles when certain conditions are met. Governor 1: When the planet's queue becomes idle, automatically set it to profile X. Governor 2: When a planet's queue switches from idle to building (such as manual or auto-upgrading after improvement research), automatically set it to profile Y. Also, under something similar to the "Commands" tab, you should have the ability to manually tell all planets using profile X to instead use profile Y.
2. Make the "Projects" work better. If you decide to get rid of per-planet production wheel/slider settings, you absolutely need to do these things. If you keep the per-planet production wheel/slider settings, you really should do these things anyway. A) Make a "Focus Shipyard" project that, in effect, automatically sets to the Manufacturing slider to 100% Military. It is a pain to have to adjust that slider if you don't want to build one of the other projects. B ) Turn off the Birthing Subsidies project when the population reaches maximum. C) Make the "Research" and "Wealth" projects work better, for example converting social manufacturing to post modifier research at a 25% conversion rate. I know you went with the percent model in order to stop people from just building super manufacturing planets, but that is because the formula went to raw research before modifiers. The main problem with the current system is that if someone specializes a planet, they get almost no benefit at all to using the research or wealth projects.
3. Allow users to select the constructor they want to request from starbases. The latest model constructor is usually overkill. If you obsolete the latest model, you get the slowest one. Because both options suck, I end up queuing and sending the constructors I want manually, which is a lot of micro. Even if you just have one global setting where all starbases must request the same constructor, as long as the user can change that global setting that would be 10 times better than what you have now. Also, shipyards should have a toggle that allows you to specify whether constructors can be requested from them. Some shipyards you want to dedicate exclusively to building military ships.
4. Starbase module building governors. Others above and below have ideas for how you might do it. A) There should be a global toggle for starbases to automatically request more constructors. You may want to toggle it off during an intense war where you need to keep building military ships. B ) In the starbase/shipyard details screen, arrows to switch forward and backward through the starbases/shipyards, a minimap to highlight where in the galaxy the starbase/shipyard is located, and a list of planets which are under the starbase's influence, including i) their production settings or ii) their profile. This info will help the player to decide what modules the starbase should build.
5. If you've played Cities: Skylines you are aware of their "districts" capability that allows you to draw and name sections of the city in order to apply district policies. If you have a similar capability in GalCiv III it will allow you to draw custom sectors both inside and outside your territory. See Reply #18 for other ways a player could make use of a sector system. Assuming you make better sortable lists, sectors can provide the player with better context as to where planets, starbases, and ships are within the galaxy.
1.2 is far better, with that said...1. Starbase Management need to be improved, I should not have to click hundreds of times for one tech advance. My wife actually picks on me for this when it happens, I once picked up two techs allowing modules by trade at the same time I finished researching a third. Thankfully the game crashed about halfway though the click fest and I decided not bother playing it out I felt like a tween twitching on a console game. How about an area of effect guideline circle when playing starbases? It would prevent some counting of hexes. If we are going to keep the awful constructor upgrade mechanic allow me to define what the AI builds to honor the requests. 2. AI Improvement: Recently I gave all the planetary invasion techs to all the races at start. It did not seem to make a difference (startingtech method altering factionsdef) and last night while playing a game with an AI ally the AI was able to clear space of his attacker (all starbases, shipyards) and even when I gave him 2 transports the AI moved them towards his home world and left them there. 3. Sorting options need to be improved all over the game
4. Force turn needs to be an option without using the console command5. Show terrafoming options by color in planet management, Red for Biospheres down to black for basic improvements
6. Someone above said, "Give us a warning when the Birthing project hits the population cap so we can switch more easily without checking all the time. " This just makes sense.
7. Survey ships who avoid pirates.
1. General UI principle: Wherever you have a list or a table, please, make it sortable and add filters. Be it ship parts, colonies, news, whatever. Really. This alone would help a lot. But make it a general principle applying to everything. Sorting + Filters for lists and tables.
2. Don't show us ships, show us fleets. It's a nightmare to find anything in the ship lists. We have tons of ships. But we also arrange them nicely into fleets so use fleets and especially the fleet names when referring to them in the game. Fleets allow us to manage our ships. Use the concept. Compact the ship list by not showing ships but fleets and have them expand/collapse or maybe popup a fleet detail window or whatever but use the principle "fleets, not ships". And to that point: fix the bug that resets the fleet name when you add a new ship to it.
3. Give us a way to "tag" or "group" planets. Currently I always rename my planets by adding "(M)", "(R)", or "(E)" so that I know their specialization at a glance. This works but it would be better if you had an actual designed feature to support this. It could be an icon or group or note but have some way to group planets. Just being able to do that would help but if you also added the possibility to set the production wheel per group that would clear away a substantial part of micromanagement problems. Also see the general principle in item 1 above and remember to give us sorting and filtering by these planet groups.
4. Starbases. Yeah. My wrist hurts because of them. Either change the starbase upgrading mechanic to something completely different, or add the possibility to automate it. I usually end up with hundreds of them in the late game and it's just a nightmare to upgrade them. I think I do nothing else than move constructors and select starbase modules to be built. It has to be automated or rethought. You don't really have to ask the player which modules to build. He's going to want to build them all anyway. How about making it so that you use a constructor to place and build the initial starbase and then there's an "upgrade ship" that when built, automatically flies to the nearest starbase that has room for upgrades (counting all other upgrade ships already going there) and then automatically build the module, no questions asked? The player would thus just place 20 upgrade ships into the build queue of a yard and forget about them after that. They get built, they are automatically sent to various starbase, and they upgrade the starbases automatically when they arrive. Done.
5. Shipblueprints are a very good invention. They help in reducing the repetitive work of keeping your ships up-to-date with your tech. Thank you for them! Now, how about making them more than a modder's tool? Make them available in the ship designer. By that I mean that you could design an empty ship i.e. just the hull graphics but without any equipment and then you could associate this ship design with a Shipblueprint. The designer would show you the list of available blueprints (standard game plus whatever a mod has added) and you could pick one from them. The computer would then generate the equipment based on that blueprint and keep on regenerating new models of it as you research new techs. Just like with the standard ships. If you want to make it really fancy, allow us to design new Shipblueprints in the ship designer instead of having to mod them in. And one minor thing about the Shipblueprints: the tag <Role> seems not to work, or at least it doesn't assign the given role to the ship generated from the blueprint. Could you fix this? Being able to assign a specific ship role to ships built from the blueprint is essential.
1. Fix scrollbars: If your planetary building queue is >20 buildings long, then you click and drag the slider to the bottom, the last building in the list still isn't visible. If you single-click the down arrow of the scrollbar, it can still take you lower.
2. Building queue reordering QoL: Show more rows. Add a "Move to top" button.
3. Allow just-in-time demolishing: If I have a factory on a plot, and I want to turn that into a farm as the 5th item on my queue, don't tear it down until it's the top item on the queue.
4. Production wheel QoL: Please add snap points to 50-50-0 and 100-0-0 allocations. Please show the production wheel on the planetary screen so I don't have to click so much to change them.
5. Colony management: Please show production allocation and highlight colonies that have questionable production allocations (e.g. >0% manufacturing for Trade goods, or 0% manufacturing for non-Trade goods).
i listed quite a few things back in the beta (https://forums.galciv3.com/462788/page/1/#3543975) and a lot of them still are not implemented, but named in this thread, like every list should be sortable, starbases are way to micro intensive. but there are also suggestions regarding mouse movement distance that can be heavily reduced, i just quote myself:
edit: spoiler tags don't work for quotes?
this would save a lot of mouse movement, because the popup is next to planet/shipyard, i.e. next to the current position of the mouse cursor. this would mean you could save the green distance with your mouse. 9) add the shipyard queues to the quick build functionality:
again this would save a lot of mouse movement and clicks.
I can't think of anything to add to these great suggestions at this point. I will say that the missing ability to scroll through the shipyards has been mentioned a couple of times in the dev streams and Paul always says "I think you can already do that"
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