The point of having, for example, ten startports on a world would be to build ten ships per turn if you have the resources. Yes, it would change strategy, I know that. An alternative with a single startport on a world with large production capacity would be to create as many ships per turn as you have the capacity for, where it would keep track of how much production capacity you have left that turn until you run out.
shiva7663
I'd like have the option to build as many starports per planet as I want to. That way, I could have (and the AI's could also have) front line military production planets ready to produce entire fleets at any time (subject to normal cost restraints, of course).
A bunch of scouts set to Auto-Explore from the same source planet take the same path to explore, and what you end up with is a conga line of scouts flying around the galaxy. It would be much more useful if ships set to auto-explore were aware of the search patterns and sensor radii of their brethren and were more aware of which areas were unexplored and would spread out their searches more.
There's plenty of precedent for aggressive neutrals, for example, xenophobic isolationists who lash out when their territory is violated. Those folks will need decent ingame perks to help violently enforce their neutrality.
Having no hyperdrive or engines just means that all ships are speed one.
Looks like I posted this in the wrong forum area, but I can't find where to delete the post.
I've been trying to implement a pre-Hyperdrive scenario, but when played, Hyperdrive is still researchable, and Humans still have Hyperdrive as a starting technology. What I'd like to do is restrict the entire engine technology track for all races. I'm also thinking about adding an anomaly that gives the finder Hyperdrive, but don't know if I can make the anomaly clear the restrictions from researching the rest of the items in the Hyperdrive track.<br/