Take your time. In my years as a gamer, I've seen too many games rush to production, cuting important features or needing massive patches.
SpinifexV
When I put fleets on Auto-Attack (shortcut k), they would seek out the straightest line to an enemy: they don't deviate for neutral fleets or freighters. What this does is that when they run into a neutral fleet, you get the pop-up asking you to reconsider declaring war on them. The problem is that, no matter the number of time you answer no to this pop-up, it WILL come back, until you answer YES, forcing you to declare war. A fleet on auto-attack should avoid contact with neutral flee
We're not going to have it on SDC. It was up there briefly but we're going to make it a stand alone download for tonight. Main reason - it's Friday night and if there's a network problem, there's no IT guys. Stand by, I'll be posting the stand alone update to 1.1 BETA shortly. https://forums.galciv2.com/?ForumID=162&AID=10
If you want to buy it in-store, Futureshop has it for 40$CAN, instead of EB's 45$CAN.
I don't know if someone's made a similar suggestion, but here's what I'd like to see for the economic sliders: 1) An independent research slider. Since social and military production are tied to factories, and research to labs, an independent slider would simplify control: you could simply set it from 0 bc to your maximum research capacity. 2) Independent, but sum <= 100%, sliders for production. The production sliders go from 0 to max production capacity. It sets the MAXI
IIRC, survey modules double as sensors. In effect, you would obtain no-cost sensors.