What I am defining isn’t a different way to view the numbers we already have access to, but to increase the depth of the numbers we have access to. Means, saving numbers in a history db, with datetime.
Collecting different numbers, running calculations on them, and displaying them somehow.
Edit:
The main point here is monthly/yearly trends. Is the usage of fuel increasing over time? By how much? How many harvesters a year do I need to produce to keep up with demand? How many mines of each mineral? What about MSP? Are the mineral stockpiles in the various mining colonies increasing, meaning allocate more freighters, or are they decreasing, meaning leave that route alone?
When we design a new class, in the box near the rows of the buttons, the characteristics of a direct fire weapon don’t show the maximum range of the gun.
If we want to read it, we have to add the gun to the design, and eventually remove it, if we don’t like it.
Would it be possible to add this information in the box?
Just to save some clicks. Or compare it to a new research project, which shows it.
When ordering a fleet to absorb a fighter, would it be possible to allow carriers to automatically absorb fighters into their (assigned or perhaps even a new squadron entirely) squadron if they have space?
Recovering crippled fighters would be a bit easier if this were the case; as of right now when I absorb fighters into a fleet from the order screen they are added into the fleet, which is annoying if you aren’t paying attention.
With the new customizable interrupts feature do you think it would be possible to have Jan 1 be an event we could set an auto pause on. I wanted to try out the government sim spreadsheet but know I’ll auto increment past Election Day every year hahah
When a CMC is established, can it’s name be [BODY] - [Company name] instead of just [Company name] ? Would make finding them in busy systems a lot easier.
Lol, never even noticed that. Probably pressed it when i had no CMCs and just blocked it out as not doing anything, or not noticing the body at the end of the name.
At least that will make it easier to rename them to have body at the front, thanks.
When creating a custom NPR, I think it’d be really neat if there was an option to select from a list of species that already exist instead of creating a new one, like you can when you design Player Races. That way, you can design scenarios around split empires all sharing the same lineage - as well as being able to pick the exact environmental tolerances you’d want your custom NPR species to have. I know we’re already able to select homeworld types, but there have been times when I finally encounter my custom Ork NPR I designed weeks ago, only to find out that they have poor gravitational and atmospheric tolerances, confining them to a much smaller number of initial colonies than I would’ve liked.
I think it would be usefull to have some information showing which units are currently under replacement. As the number of units grows, I’m not always sure whether reinforcements and replacements are working correctly, and I have no idea what criteria the game uses to decide which GU to refill first. So I’m checking numbers and size change from one increment to another.
So it would be useful to have some information about this in the GU Training window — for example, a list of units currently assigned to a Replacement Template and their replacement status, percentage.
AuroraMarvin might be to your interest then, it saves some database info every time you save the game so that you have datapoints for mineral stockpiles/fuel stockpile/msp stockpile and you can see how that changes over time and well, if the curve gets steeper or flatter than that itself is a bit of an indicator of things.
A “Location” (“System”?) checkbox in Naval Organization view to make finding fleets easier. For instance, I started adding System name to mining fleets names after I realized it is quite a task, to locate which exact miner should be towed to another location.
I create the fleet as soon as I create the colony, and I usually create all the orbital production colonies for a single system at the same time. Many fleets are empty since they have not yet risen to the top of the list for production capacity assignment.