Splitting the New Alien Ship event into Enemy, Neutral, Friendly and Ally.
Since we can now set up the interrupts ourselves, it would be very convenient to set them up separately for enemy warships and allies constantly creating new merchant ships.
Especially in long-running games, when the long-running 5-day turn stopped for the third time after a couple of hours with the arrival of a new freighter.
I meant that you might only need to land one of the two armies. âDrop Allâ will land both. âDrop Unitâ will be required for every formation in the army. For example, my army contains 37 formations.
In the Research tab, while in SM mode, it would be nice if double clicking a technology functioned the same as clicking the Instant button. Similarly, when the Completed toggle is active, double clicking a technology would act the same as the Remove Tech button.
Sometimes I (and Iâm sure other players) like to create mid- or late-game scenarios or set up a test save and clicking a technology and then clicking Instant repeatedly can get very tedious.
Given the new functionality of being able to use different name lists per academy, it would be fun to have small academies all over the place and end up with a interesting multicultural empire, based on home worlds instead of everyone everywhere shares the same name list(s).
But going through small academies regularly replacing the retired commandants is the wrong sort of âfunâ imo.
Similarly, it would also be nice to auto assign sector commanders, though thatâs lower priority imo because almost certainly most players have fewer sector commanders, and also many would want to hand select them anyway.
Currently, when Crew Quarters Design is researched there is no quick visual way of determining whether or not a ship is using the latest efficiency tech besides looking at the text of the design itself. While this is functional, it would be a bit easier and more intuitive if it followed the same logic as out-dated armor - highlighting the Crew Quarters components in orange, showing at a glance that it can be updated with the newest efficiency tech.
Used AI to help me flesh out the idea, but I was thinking about a way to protect your colonies from orbital bombardment, aside from STOs. I was thinking it might be cool to have an installation that provides a protection value against bombardment. Would love to hear thoughts/improvements.
New Installation: Planetary Shield Generator (PSG)
The Planetary Shield Generator represents a massive infrastructure project designed to project a kinetic and energy-diffusing field across the entire atmosphere of a planet. It directly reduces the damage taken from orbital bombardment by a percentage, effectively acting as âarmorâ for the colonyâs populations and installations.
1. Protection Mechanics
Damage Reduction: Each âeffectiveâ level of shield reduces incoming orbital bombardment damage by 5%.
The Cap: Protection is capped at 75% (requiring 15 âeffectiveâ levels) to ensure that massive fleets can still eventually crack a fortress world.
Atmospheric Interaction: Shields are 20% more effective on planets with an atmosphere of >1.0 atm, as the shield uses the gas density to help dissipate thermal energy.
Iâm doubtful that we need more weight in favor of the defender for planetary invasions than we already do. After all, you can cram far more STOs onto a planet for far cheaper than the ships required to take them out, and itâs far cheaper to station a massive army on a planet than it is to send an army of appropriate size out to invade. To say nothing of fortification bonuses.
Suggestion: add a standing order for unload cargo hold at colony and a conditional order for âif cargo hold is 100%â
Purpose: A standing order to salvage wrecks already exists. Several times after a large battle I find myself having to babysit my salvagersâ cargo holds to unload when they fill up. Thereâs a transfer fuel when full options as well as load and unload auto mines. This would assist with automatic salvaging and also apply to orbital mining operations depending on how theyâre set up too.
Would be nice if the different shipyards could independently remember an assigned âbuild to fleetâ. That way I can have different types of vessels go into different âholding fleetsâ without having to remember to pick the right one for each build.
Currently changing the fleet seems to change it for all yards that can use that fleet
Edit: Holy f, how did I not see that button
Thanks
SJW: Select a shipyard, select the target fleet and then click Default Fleet. It will then always build into that fleet.
I would also suggest adding the conditions âCargo 90%", 75% and 50% for small ships. You donât want to lose all the components of a cruiser just because your salvage ship was 99.9% full.
Automatic Scrap old tech components checkbox for salvage ships.
You are unlikely to use 10cm railguns or similar obsolete weapons. At the same time, it takes up more space than the minerals it consists of. Therefore, it would be convenient to scrap them automatically to save space.
The missile design window is confusing with regard to decoys. Thereâs a checkbox labelled decoy missiles and then a few lines down is another labelled missile decoy (or is it the other way around?).
The top one is for creating dummy missiles for firing at enemies, and the bottom one is for creating ship decoys for incoming missiles to target. At least I think thatâs how itâs supposed to work.
Onboard Missile âDecoyâ â âPenetration Aidsâ or âOnboard ECMâ
Of course, all of those suggestions are wordier than simple âdecoyâ, but I think better indicate what the purpose is.
Related: MSP means both
A currency generated by Maintenance Facilities
and
Size of a missile
This is maybe less confusing, because they are functionally very different and from reading context clues, itâs probably clear which one is being referred to. But still a little difficult to explain to someone you need a certain MSP for anti missile missiles, but no not that MSP a different one.
Not sure if Iâm missing something already present in the game but itâs really hard for me to keep track of what ships are ready to fire new missiles. Similarly hard to track missile fighters ammo replenishment in the hangar. During a battle Iâm managing so many things and often completely forget when to check the progress of these things.
Regarding the background colour options - Is it just for the maps? Would it right now not affect the background of the various game windows?
Also, since weâre on the topic, what about chaging font colours? I know there are various different colours you use for various types of labels, itâd be cool if we could cuztomize those.
It would also be nice if we could swap in our own images for the window icons at the top.
Not too worried about needing to change the font on the windows, probably more trouble than its worth right now.