Veinless

Veinless

Joined Member # 637526
3 Posts 24 Replies 121 Reputation

Suggestion: On the colony manager screen, the one which lists all of your colonies, where colony population is shown, also show the potential max population based on current food production. That is, I know a planet is at 10 billion people. I can see the approval is at 90%. I cannot see if the planet is at max pop now, meaning I can plunk down another farm without approval dropping through the floor. If there is no room for a max population field (there should be), then

0 Replies 2,166 Views

Query regarding: " You now have the option to simply select N players and have it pick them out. The randomize intelligence lets you pick a overall difficulty and the game will randomize up the intelligence to fit that so that some civs are smarter than others. " Does this only randomize the intelligence (that is, the AI routines available), or does it also randomize the bonus/penalty to economy that you get with the different

28 Replies 43,117 Views

Quick request - can we have an "Undo" button in the ship builder? I hate it when I misplace a piece of bling.

7 Replies 6,391 Views

A big Thank You to Frogboy for always keeping an open mind, for not taking constructive criticism personally, and for inviting dialog on game mechanics. I applaud the current move regarding social and military production. I think it is a step in the right direction. Was the previous way "wrong"? No, but nothing exists that cannot be improved. I look forward to the future delinking of industry and research. These is no reason that research cannot be independant of indust

130 Replies 139,813 Views

I like the excess soc prod = influence idea. It makes me feel like I am subsidizing my culture's chief exports in order to undercut the competition and therefore spread the influence of my evil^H^H^H^Hbenevolent empire. However (much like many of my suggestions) this may drastically change the game mechanics.

120 Replies 133,374 Views

1) No dramatic shifts in net revenue that aren't user controlled. That's why we have the social spending as-is. To prevent a scenaroi where smeone ends up going from +3000 per turn to -2000 per turn because they traded some tech with an AI. 2) No increase in micro management. 3) Does not involve totally redoing the economic system. </

120 Replies 133,374 Views

Grand redesign: Production of hammers, shields, flasks is based on population and modifiers. 1 billion population = X "production units", at a cost of X BC. Labs and Factories serve as modifiers. Each lab or factory gives you an extra Y% towards research or social/military. Overall production formula: Production (Z) = Population (X) * (1 + Y) The only cost is for X, as well as the maintenance cost of labs/factories. There is no co

120 Replies 133,374 Views
Reply to Shipyard help in Game Talk

Agreed. The button in the Starport for "Back To Planet" cancels your new build selection. I want it keep my new build selection and go back to the colony view. If I wanted to cancel out of there, I would hit Escape, or press a missing cancel button. Frustrating. Next step for Star Dock: hire someone with training in designing user-friendly UI.

8 Replies 7,808 Views

Suggestion: On they planet screen when queuing up social projects, allow they player to double-click on the queued project's square to remove the project from queue. I hate hunting for the X.

0 Replies 2,271 Views