~bump~
Survey modules in this game are pointless, and this wouldn't be enough of a fix, but it's a nod in the right direction.
Here are the oddities in the whole system:
- Anomalies give very small bonuses or nothing. (occasionally cash, which is good)
- By the time you research survey, the anomalies are gone
- You start the game with a survey vessel
The whole design just contradicts itself and poses strange questions. If they intend for there to be an anomaly rush, why have survey require research at all? Or, if they intend for anomaly discovery to be later in the game, why give us a survey vessel on turn 1? Personally, I think the game would be most fun if there were different levels of anomalies which require increasing levels of Survey to discover. Higher level anomalies would have more of a chance to be better bonuses. The flag ship could be given Survey level 1. They could do like Heroes of Might and Magic and make the anomoalies little tiny short stories that tell you what happened to the survey ship and explain where the bonus came from.
Example: While travelling through previously uncharted space, the crew of the [insert ship name] was beset by a sentient virus. At first they made attempts to rid themselves of it, but their attempts failed and the virus eventually took partial control of their functions. They are forced to obey the reprodutive drive of the virus, but can otherwise act normally, and have actually noticed significant increases in manual dexterity and bodily resilience. Any planet visited by this ship will become infected. That planet will gain a +20 population and soldiering bonus, but will suffer a -10 penalty to social production and research.
=$= Big J Money =$=