Quick Suggestions

Could you enable FullRowSelect for ListViews? It allows clicking anywhere on a listview element to select it. For example in the fleet view instead of having to click on the Name, clicking any part of the element would select the ship.
Unless you are aware of it and is a design decision :grin:

4 Likes


In the current Civilian/flags tab, there are 5 lists.
I suggest removing two - the two dropdown lists at the top, and replacing their function with the leftmost list instead, it determining the selected installation. The leftmost list should also list every installation in the game, and if necessary, add a scroll to the view.

This would centralize the selection, and move the main function of the window from the small dropdown lists so high above, to a more significant portion of the screen.

What if the player creates a supply to an installation that doesn’t exist in the planet? their problem. Have the ship fail that order when it arrives.

This suggestion shifts the number of actions to add a demand/supply from 5 to 4
Dropdown → search for installation and click → Add Demand/Supply → Number → OK

Select Installation → Add Demand/Supply → Number → OK

Additional Suggestion 1: Double click on Demand/Supply to edit number.
Additional Suggestion 2: 2 exclusive checkboxes of Demand/Supply, double click on installation in leftmost list adds Supply/Demand based on checkboxes.

Changes 1 + 2 will shift number of actions per change to D/S to 3:
Double click installation → Number → OK

8 Likes

Seconded. The drop-down lists are a hassle in this window, especially since I usually want to select the same installation for both supply and demand.

1 Like

With ‘Find Civilian Contracts’ for cargo vessels, would it be possible to also have a calculation for ‘escort Civilian shipping’? A ship can find a Civilian vessel within its fueling range and follow it? Just for a little less micro regarding the defense of private shipping.

EDIT: It would also be nice for a way to merge Civilian Fleets instead of just hoping that they all are in the right place at the right time to put them together. It’s not something I’ve experimented with, though, so there could be a way to do it that I’m just not aware of.

This would also standardize the location, in a more static way. What this means is, I would know roughly where AM is, and where Research Facility is, like in the industry tab, increasing the smoothness of operating this screen.

Add age to the Scientist list, in the research tab - Allows to quickly locate younger scientists, when we want to assign a training position (of 1 lab). Prevents training 50 year old dinosaurs. Sorry to the dinosaurs 50+ year olds in the crowd, catching strays.

3 Likes

I am sending assassins now. Trained velociraptors

3 Likes

Hell yes, we are the trained assassins. What was it you needed done again?

…

To shreds you say?

1 Like

Add a setting to automatically configure CMC to purchase civilian minerals, instead of taxing them. Basically, choose an empire wide default.

7 Likes

Clicking the right mouse button on the item to ship could open a small selection menù, to choose D or S; then quantity to move, and it’s done.

1 Like


It would be appreciated to have the ability to sort technologies by different parameters (if too complex, size in tons/hs is fine as well.)

Also appreciative would be to see the underlying technology of a given component. For instance, what fuel efficiency is this engine, or power boost.

It would help in determining whether a given component is truly obsolete, and thus requires a new project, or if it is the latest tech.
For instance, I have here a bunch of Engines.


Some designed with 0.5 fuel, some with 0.4. I can’t know which is which, unless I go to the design tab, and replicate the parameters, and see if the fuel efficiency is higher or equal.
In hindsight, I could’ve added the better fuel efficiency to the name. In hindsight.
It would be a pain, though, to do so each time.

3 Likes

In the industry tab, when constructing an installation, add a checkbox to signal whether to add a corresponding supply flag for civilian shipping. Uses include AM and Infra.

7 Likes

Seconded. Being able to build directly to the supply for civilian contracts would really cut down on some micromanagement.

4 Likes

Would be great to be able to assign Support in the Organizations tab of Ground Forces, would save a lot of clicks when setting up artillery support during combat for the same hierarchy.

Alternatively, a button to auto assign Support in the oob tab would also work great.

2 Likes

I support the ordering of columns that Roey_Michaeli asks.
Moreover, would it be possible to extend the ability to order the columns in most of the game windows and tabs (e.g., for research projects and empire mining tabs, for bodies in Systems View vs. the minerals, etc.)?
Double click on the name of a column could order it, and two clicks more could reverse the order.

New setting tab that allow you to force the npr to use new limitations or rules or have them use a minimum size tons military ships or max size

Having different rules will allow you to fight your games with more RP

For instance UNSC vs. Covenant war

Set npr max size to be what ever you want it to be plus

You could add the option of instant declaration of war where the npr doesn’t waste time trying to exterminate your species

1 Like

Please move “abandon ship” button to " damage control" window. Its infuriating to click between those two when you have bajilion fighters to abandon after a failed attack run..

3 Likes

You can already do these things.

You can do this easily by setting the hostility modifier in the game settings to, like, 100 or something. For a single customized NPR you can also probably do something close to this by turning Militancy and Xenophobia up to maximum.

2 Likes

I’ve just found a wreck for an alien ship I had encountered before, but did not manage to detect the tonnage of.

However, the class information screen is not undated with the tonnage of the wreck.

Is this working as intended, and if not, can it be changed?

I’ve found an ancient construct that can give research bonus, but it is on a very remote dwarf planet.
In these cases, it would be helpful if we could relocate these buildings. To compensate this help, they could be very massive (100 or 200 cargo holds, or even more), so the transfer would be lengthy.

1 Like