Quick Suggestions

Bio/Gen techs for: Increasing retirement age, reducing the chance of officers suffering illness, increasing population growth rate, and increasing population density.

Obviously the increase wouldn’t be that extreme, but it gives biologists something else to do.

7 Likes

As a follow up, hiding civilian fleets names and orders tick box. As all we really need is the cyan dot to see the shipping lanes at a glance most of the time.

5 Likes

If you capture an NPCs homeworld, you should get knowledge of the location of most (if not all) of their colonies. This both makes sense (the population of the homeworld would know where most of the colonies are) and makes mopping up all the mining colonies on far flung asteroids less of a chore since you don’t have to search every rock in the area.

Update: Maybe capturing NPC civilians (whether on a colony or on a cryo transport) should yield intelligence points based on the qty? Creates incentive to actually capture their cryo transports, and if you capture the entire homeworld population intact, you learn where all their stuff is/was. Could make it happen over time (like prisoner processing), but certainly should happen by the time the colony gets all the way up to Candidate Population or Imperial Population (as they’re integrated into your empire). Could see limiting it in a way so you don’t get the location of colonies with purely military purpose, eg. DSTS bases.

3 Likes

Makes sense. Even if no one left to ask politely, there must be at least some written records remaining.
But mainly about major colonies and places their society knows about. If general population here on Earth isn’t aware about every military base or resource procurement expedition some random bureaucrats organize, why aliens have to be different?

I wouldn’t expect to learn the location of every listening post they placed a DSTS on. But places with mining operations… most of those should be easy to suss out. Particularly when you conquer an enemy’s homeworld with most of the population intact! I’ll update my suggestion above.

Although as a counterpoint, I would argue that at least some civilians know about pretty much every military installation on Earth, even the most “secret” ones. Who do you think gets hired to build them, clean them, etc? It’s super, super rare that a military org does things entirely without civilian labor.

Fair enough, still playing Devil’s advocate though: you wouldn’t interrogate every single person on Earth to find them out.

There could be a mechanic that reveals part of the installations positions also considering the willingness to cooperate of the subject taking into account xenophobia and militancy perhaps.

As base level though, I would agree that at least a good 80% of the locations would be known/traceable once access to government records is granted or achieved.

What if you do not know the alien language should that lower the chance of learn locations if this suggestion is adopted? I would think so.
Also percentage of collateral damage might be considered destroyed records and personal could both result in loss of useful intel.
Not idea yet if the this feature would add meaningful choice but if it is added I do not think it should just always be an all or nothing. Deciding whether to captures with less collateral damage might add a more meaning choice.

Maybe have it so that when a naval HQ on the capital/sector capital (does the AI use sectors or even naval HQs?) is destroyed then a counter gets increased lowering the chance for colony locations to be revealed after the capture of said capital or from Intel. When a naval HQ is rebuilt, the counter is reduced again.

Is it cycled? Because in 2.7.1 the problem still remains.

Automated sector governors and academy commandants selection - similar to planetary governors.

If that’s not possible add events for “missing sector governor” and “missing academy commandant” - so players can make those an interrupt and do it manually.

Right now you have to constantly manually check Economics tab to see if any of those are missing in any of your sectors / academies. Automating this process would be very much appreciated.

10 Likes

The Waypoints panel on the main map…could we get that sorted alphabetically by name, rather than by number?

I sometimes use a lot of waypoints in a system with lots of conflict.
Finding the one I want can be tedious.

Will sci-fi megastructures ever be in the game?

SJW: It already does happen when you assign targets, or when you open fire. You can already assign a target when out of range and open fire, so that the inexperienced crew will fire when in range.

@AuroraSteve Are you saying it already starts the clock then you assign the target? Or only when you assign and open fire?

Sorry that wasn’t very clear. Opening fire starts the clock. Changing targets resets the clock.

I usually assign targets and open fire while out of range, so that all ships are ready to fire when they enter range.

Can it be a stat in the empire screen that shows the expected Population growth of the entire empires population total. Like this

Expected Population Growth: 1000000 to this 1100000

Or

Expected Population Growth: 1.65 billion to 1.75 Billion

You alredy have the percentage growth ,it basic math to get a number from that

Yes. And for one colony, it takes not much time.

Compiling a total for the empire is not the same thing.

4 Likes

Would it be possible to change to start the timer based on when you set the target, instead of when you open fire?

Problem: When you are hunting an NPC’s non-homeworld colonies (i.e. DSTSs, mining colonies, etc) it can be very tedious to manually schedule a ship to visit every body in a system, then repeat that for multiple systems you need to search.

Suggested solution:

  • Part 1: Add a button in the galaxy map to “Flag system(s) for one-time scouting”. This button flags all bodies in the selected system(s) as eligible targets for a new type of standing order, see Part 3.
    • Could also add a button to “Flag system(s) for recurring scouting”. If recurring scouting is picked, once all bodies have been scouted the flag will be reset on all bodies in that system. This would be useful from an RP perspective (and sometimes for spoilers) to implement recurring patrols within a system.
  • Part 2: Add a toggle in the System View window to flag or unflag specific selected bodies as eligible for scouting.
  • Part 3: Create new type of Standing Order under the Survey group called “Scout System Bodies”. Behaves like geosurvey, but without needing a geosurvey module; the ship just visits each body in the system flagged as eligible for scouting.
8 Likes

Would it be possible to add, somewhere, maybe in the racial resume window, the empire total capacity of ground unit transport ships?