1) Remove Military / social / research slider completely.
Why? It doesn't make sense, it does not add any good strategical element and is downright absurd and faulty.
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I disagree. Having to focus spending on research vs production *is* a strategic decision. And strategical is not a word. I would point out that Civ4 also uses a similar paradigm of splitting between hammers, culture and beakers. Is that absurd and faulty too? In that case the two best TBS games in the last year are horribly flawed. I encourage you to make your own right away.
2) Keep taxes / spending slider.
Why? No need to change something that works well, and also makes sense. You can manage your empires finances and approval easily here. However I wonder why taxes is the ONLY thing that affect your approval rating. Oh well.
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This cracks me up. You say at the end that "1, 2 and 3 are MUST CHANGES imo as it doesn't work well at all as it is, since it's counterintuitive, impractical, faulty etc etc etc."
Except #2 is to keep everything as it is. Excellent MUST CHANGE! I'M TOTALLY IN AGREEMENT!
3) Factories / research buildings that are being built will add production as they are built. They only depend on the overall spending slider, and no other splits. If it has x production or research, it will add x*tax-spending.
Why? It's makes more sense, it works better in practice, it requires less micromanagement, it will be more strategical as you can actually specialize your planets better.
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Nope, makes no sense. Having removed the sliders, it makes sense that the output of a planet (there are no bases, m'kay?) would be solely dependant on spending rate. That said, how does that have ANYTHING to do with buildings adding production as they are being built? And have you noticed that buildings can be moved around in the priority queue while being built? Welcome to a micromanagement nightmare, as the best worlds will consist entirely of partially built buildings!
4) Population is the source of tax as before. This makes sense and works well. Most people aren't scientists or work in starports etc.
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Another important tweak to do... nothing. At least it's not a MUST CHANGE!
5)* Keep obsolete buildings and make them available even though there are more advanced versions available - IF - (I'm not sure about this part yet, as the game lacks so much feedback and information) - they are more expensive than there basic counterparts.
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This one might actually be useful. However, you *add* problems to the game in that people will accidentally build the wrong structure. And since the governor automatically upgrades, you're not buying a whole lot. If you're still colonizing worlds late enough that this is a problem, you're usually able to afford to rush-buy the first factory anyway. And after that everything comes pretty quickly.
6)* Make upgrading cheaper than building a completely new same type structure - IF (Again I don't know if this is true or not yet for the same reason) - it costs as much as of now to upgrade as to build a new one.
Why? Because otherwise you wouldn't want to upgrade a building as long as there are available space on the planet.
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It *is* cheaper. Bad UI though. If you select a structure, select the upgrade and click the "UPGRADE" button, then go to the queue and select "BUY", you'll find it significantly cheaper.
8)* Consider population playing a part in planets productive output to some extent.
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This is being considered by the folks at Stardock.
9)* Consider population increase depend on available space as well. It won't grow as fast when they approach planet quality limits as in the beginning on a new fruitius world.
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And this isn't absurd? A smaller population breeds faster than a larger one? What's a fruitius?
10) Overall better feedback, like information on population growth, effects of approval rating etc.
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Stardock is working on improving those tooltips.