Playing through the game and reading posts about the Supernova DLC had me thinking about some things that I think might be worthwhile to see in the game at a later date. This is a small list of them for some concepts.
1. Selection to pull events from the internal list before start of a game- This is mostly to prevent unwanted species showing up in a playthrough. Mostly it would apply to species like Festron and Drengin. It's a bit maddening when I don't have them as a species on the roster and they show up on A.I. controlled planets anyway. If a species isn't on the opponent list than any events that are specific to that species should not show up. (To be fair I look at this cause the internal body horror stuff that is Festron creeps me out. There is a reason why I'm not a fan of the Alien franchise)
2. End Tech that grants an artifact use- Assuming that players reach the end of tech trees see a lot of the same research pop up over and over. It might be useful to have research that will grant a use of an artifact when finished at the end of the trees instead of only ones that continually make weapons stronger. This seems like it would be easier to balance than flat stat increases.
3. Star makers- With the Supernova expansion it seems that new weapons will be released that will have the capability to destroy planets. It might be useful to go the other way with this as well. Star makers would be a device that could possibly take a nebula and turn it into a star system. World Forges that combine an asteroid field into a workable planet. They might have some restrictions in place that give them one time use or make them to large to move out of a sector.
4. Changing the resource list to a drop-down- While it's simple enough to manage at the start of the game, by mid to late game, the variety of resources can become a bit of a pain to manage. This holds especially true if you don't remember the icon for all of them as you then have to mouse hover over various ones to find out what they are. Instead of having a small bar at the top of the screen that uses tiny arrows on either side to adjust, it might be beneficial to add an option to make this a drop down menu with resource names beside their icons.
5. Indicators for special constructs- In game there is an identifier for the capital of the player in the planets and colonies list. For quick reference it might be nice if players could add indicators on a planet for special constructs (one per player, one per galaxy buildings) This would make it easier to find planets that have a designated purpose. Ideally there would be markers that can be applied to any planet but that may be more trouble than it's worth.
6. Recruitment file dumpster- On a number of occasions I've wound up with multiple leaders that were subpar and not worth recruiting. Eventually it presents a problem where the available recruits will all be problematic but I can't look at others due to the subpar ones all having 12 or so turns before they leave the pool. It would be nice to have an option to dismiss recruits that are not wanted in order to open available spots for new possibilities. If there is a balancing issue for this perhaps there could be a timer to the dismiss or a something along the lines of it costs a quarter of the recruitment fee to dismiss from the list.
This is a well thought out list of feedback, thank you for taking the time to put this together
4. For me, it doesn't need to be a drop down. I think having another row to show resources, starbase modules, and artifacts would be nice. I'd even accept removing some resources from the list. I don't use resources that much, and they push off useful information like starbase modules and artifacts.
6. I have had leaders that I did not want to recruit stick around in the leader pool for several years. I really dislike corrupt (increases crime) and slumlords. I think letting them stick around limits my options.
4. A better view of the resources would be appreciated. In the game Foundation they split the resource bar in two, showing the most important resources always and a "+"-button lets you expand the bar to show all resources. If there was way to (un)favour resources, you could see faouverd resources at all times and the rest only if you want to.
I really like your idea! Mid to late game is a mess as far as viewing resources so this would greatly help
You can hire leaders and then fire them to get rid of them from the pool.I'd like an expanded tooltip when you hover over "expectations" that explains what the current state of your expectations are and why. Has anyone worked out how they work, and how you can meet them, or is it just "compensate for low expectations with approval boosters"?
Do you mean Citizen expectations?
Leaders do not have expectations and the lower the expectations the better on citizens and as far as I know they are fixed when the citizen is "born". Cit morale is broken down if you "mouse over" the smiley face in the Cits bottom right.
Leaders "morale" can be improved by Harmony Crystals just click the present icon that pops-up on the right.
Hiring really bad leaders is expensive, should be avoided, so agree there should be away to gift them un-bought to your opponents like MOO2's dismiss command.
Lastly raising taxes to afford better leaders is self-defeating as the higher taxes lower the Cits morale lowering out-put including income. Treasure fleets are your friend early game for income.
To be clear you can only fire leaders if they are assigned to a job. And firing them only moves them back to the unassigned leader pool. The only way to remove them from the pool entirely is to execute them, which causes a loyalty penalty to all your other leaders. My suggestion was a way to offer a way to remove sub-par recruits from the recruitment options without adding to the unassigned pool.
Loyalty is how a Leader or Cit feels about the Govt., the higher the better. Expectations is what the Citizens feel the Govt. owes them the lower the better, along with military protection, taxes, and several other factors both plus and minus add up to the Citizen morale.
As for Leader Loyalty I believe it starts with a random number and a few events/actions on the players part can lower or raise there being nothing that can be done to raise or lower it other than chance.
I think like so many things a Wiki/manual would help, they have a Wiki but they do not have people that know the bones are connected to write the entries for concepts like this.
Aha, I hadn't spotted that execute gave a loyalty penalty to every leader as I've never used it. You could just hire them and let them sit there doing nothing I guess, but that gets to the nub of your point. Thanks for teaching me about execute loyalty issues.
Maybe an optional pension payment which differs in both consequence (positive if you pay, negative if not) and expense, both scaling with time served and stats.On the expectations point, I did in fact mean citizen expectations, as it's rather opaque how exactly they operate, and how they can be met.[edit:] I'm a new account so cant reply again, but just to clarify my unassigned leader point, you can clear the leaders available for recruitment by hiring them and letting them sit unassigned. A refresh of leaders should probably cost something, and take some time, but maybe not as much as hiring them all to let them sit unemployed ^^
Leader loyalty is a random number when they enter recruitment. It can be raised by gifting the leader harmony crystals. It will lower if you remove a leader from a position. There are also events that can raise or lower leaders loyalty during the game. If the leader has loyalty below 30 then it is possible that they will resign from their post or culture flip. Executing a leader will lower the loyalty of other leaders. It's kind of a "The harder you squeeze, the more slips through" mentality. In general it is not ideal to try to control by fear.
The initial suggestion had nothing to do with unassigned leaders though. It was more that the Recruitment page would cap out at 4 or 5 potential recruits. If all of those were sub-par then you would be stuck waiting till some of them fell off the board and they could have a long period where you couldn't refresh that list. The suggestion was that if leaders on the recruitment page were not what you wanted you could clear them from the board to make room for new ones when they would pop up.
Expectations is a static number it is randomly generated when the Cit is created I have never heard of any way to effect it. It is always going to be a negative number towards morale just like your tax rate. I've got one in my current game that is 15.
Having said there is nothing to help or make it worse I do not know what changing jobs does and have not heard anything on Discord or Steam to indicate it does do any thing.
In the Shipyard management screen:
***Show the citizens icons for the sponsored planet or a number representing the population of the sponsored planet, please***
This would allow us to not have to back out of the Shipyard management, click on the planet, then back to Shipyard management of the planet just to see if I can build constructor or colony ship.
Thanks
The Ability to upgrade a starbase component more than 1 at a time, later when you have to click 50 times to update a starbase to your current max power, its a huge annoying process a button that could Auto upgrade all components as far as possible, would be awesome (with probably a warning saying that will use any available resources to complete this action).Even better would be, breaking it down to, upgrade all Weaponry, Defensive components as separate buttonsRight now you also could be doing starbase upgrade and... the auto finish turn triggers with no warning.. though I supect thats a bug more than anything.
I'm starting to think that you are misunderstanding that there is a difference between Expectation and Loyalty. Expectation is a number on the list under the 4 other stats of a Citizen (it is not on a leader) and has a yellow box with a star inside next to it. Expectation, according to the tooltip, will be raised if you specialize a citizen. The higher the number is for expectation, the more entertainment and luxury resources you need to keep approval up on the planet. Individual races have other factors that affect the number.
Loyalty is the large number in the bottom right of the leader image. Anything from 0 to around 35 has a red box, 36 to around 70 (i think) is orange, and anything above that is a green box. The loyalty changes through random events and can be raised with harmony crystals by clicking on the leader and selecting gift (it's on a timer so you can't spam it) if you have that leader as a governor or minister and remove them from that position it drops by 10. If you execute a leader then all the other leaders suffer a drop in loyalty ( I don't know the amount as I've never brought in a leader that I wanted to execute.)
Being able to edit citizens and home systems in the faction editor instead of having to use mod tools (being able to use custom portraits is a good start.)
I'm starting to think that you are misunderstanding that there is a difference between Expectation and Loyalty. Expectation is a number on the list under the 4 other stats of a Citizen (it is not on a leader) and has a yellow box with a star inside next to it. Expectation, according to the tooltip, will be raised if you specialize a citizen. The higher the number is for expectation, the more entertainment and luxury resources you need to keep approval up on the planet. Individual races have other factors that affect the number.Loyalty is the large number in the bottom right of the leader image. Anything from 0 to around 35 has a red box, 36 to around 70 (i think) is orange, and anything above that is a green box. The loyalty changes through random events and can be raised with harmony crystals by clicking on the leader and selecting gift (it's on a timer so you can't spam it) if you have that leader as a governor or minister and remove them from that position it drops by 10. If you execute a leader then all the other leaders suffer a drop in loyalty ( I don't know the amount as I've never brought in a leader that I wanted to execute.)
The 2 things you said that I did not in post 6 or later was that expectations can be raised if you promote a citizen otherwise everything you said I said in #6. I do not micro manage my Cits so had never promoted one till last night so would not know and with 18 months of reading all of this and the Discord forum It should have been mentioned.
The 2 thing was by omission. I did not mention executing a leader as it never occurred to me that a player would drop morale on all his leaders.
As for the raise in expectations. The one and only Cit I have promoted in all 18 months of playing this game Did Not raise that Cits expectations.
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