Hi.
I'm hoping this will either reach the developers or generate some help from other forum members.
I've been playing since galciv2 came to retail. For the most part I''ve been very happy. One of my classic all time favoriate space 4x games was Master of Orion (MOO). Please exlcude the puke that was known as MOO3.
Anyways, issues I have with galciv2 are (and please let me know if there are ways to do any of this already).
1. If I have a massivley military producing planet, why can't I produce more then one ship at a time. In MOO, if I was producing 100 per turn and the ship I was builing only required 10, then 10 ships would be built. Here, it only produces 1 ship at a time even if the ship cost is only a fraction of what the shipyard can do.
2. I really miss having missles / shields on a planet for defense. I loved to be able to get a planet to a certain degree of readiness then leave it alone. Missles could be upgraded when new techs were researched. But I didn't need to manage fleets for plantary defense all the time. If a planet was attacked, they needed to get through my defense first before any damage was done thereby leaving me time to pull in ships for reinforcement.
3. I don't see why there is no defense net for areas of influence. For example, If I'm at war with someone, I usually don't know where their ships are until I'm attacked. This is because I usually play the game at max zoom out while still being able to see the regular map (i.e., non-tacticle). Some of the ships can be quite small and easy to miss. If I have the area of space equiped with sensors on stations, why can't I have some easy way of flagging all enemy ships. Or better yet, have my automated defense stations attack them up to 'x' parsecs away. At the least it would greatly make manageing warfare easier if quickly see exactly where enemy ships were in my area of space. In MOO, there were hot keys to take you to enemy fleets that were aimed at your colonies.
4. It seems ships don't remember their orders. I place a fleet on autokill and it only lasts for one turn. Again, related to the above, war requires too much micromanagment. I want to tell a fleet to patrol an area and then blast any ships they find (or tell me first and then have the option to engage). I shouldn't have to set this option each turn.
5. Again along the same lines, an even more automated way to do it would be to allow a weekly amount of money to be poured into the "defense fund". The more money that was put in, or the closer an enemy got to a colony, the more likely they would show up on a defense net alert screen and maybe be automatically fired upon without the player actually having to manage a bunch of fleets solely for defense. Of course research paths would make this more or less reliable and other techs would allow for stealth ship to slip on by and attack without notice (until they attack). A weak enemy wouldn't even be able to get their ship near a planet or base without being automatically destroyed while a more advanced one might slip in some hunter-killer class ships to take a strategic base ahead of the fleet.
Anyways, thanks for listening. Comments welcome, flames not.