List of Ongoing Fixes/Wants/Needs for Future Patches

yes, i realize there are many mods out there that do similar effects to some of these thngs, but I really don't like modding games.

*** Edit ***  I am updating these based on other ideas compiled in this thread and giving appropriate credit to people who either update the thread or improve on an existing idea. 

 

1) Governor window on planet screen should be side-popped and not a new window that overlays (so you can see real time changes on). Also its a pain to open so many windows when doing 50 planet changes right after another.

2) Ship defenses for auto-populated AI ships really should be more balanced. (i.e. use 1 of each defense for the highest you have). Too many 400 defense shields and 700 attack kinetic ships out there. Really puts the AI and newbie players at disadvantage.

3) You really need to look into CPU and Memory usage. Just loading a game will put all 4 cores of my i5 at 50-70% constantly. Not even playing, just sitting there staring at space. Also takes up 16GB of memory and 16Gb of virtual memory just on loadup.

4) Govern option from space screen needs to have confirmation and numbers for (Upgrade Ship of X type to X type). When you click okay and end up -500,000 credits in the hole is not fun.

5) When you -DO- go into the hole in credits, and the auto-governor takes over and converts all your worlds to wealth, can you have it when you go back ABOVE a certain credits, be able to flip BACK to previous what was set for each planet? Going through 75 planets one by one and manually readjusting to each planet type is not fun.

6) Please add the ability to threaten oponents by removing their starbases from my territory. There is currently no option without WAR. Nothing stops an enemy from plopping a starbase right next to your newly discovered triple Antimatter Black hole 5 hexes from your planet. Yet -they- can threaten to have me destroy my starbase in their territory.

7) Towards late game, please have AI ability to understand credits. Too many junk screens popping up asking to trade 10 antimatter for 150 credits, or offering 150 credits to goto war with the 2nd biggest opponent in the game. If I offer them 150 credits for ANYTHING I get laughed at.

8) Please add the ability to show/hide ALL ship plans on the ship designer screen, not a hidden away option in the settings menu.

9) I would love if all my Survery ships and Scout ships would not all eventually end up in a deathball clump fleet in the corner of the map. I know the AI wants to survey or look at the nearest unexplored sector, but can't they be like.. oh X is headed that way, so I will head Y.  Also they "auto" join fleets if they land in the same square while on auto pilor. This should not be.

10) I would love some sort of functionality that I could "upgrade" ships and retrofit them using maufacturing military points while parked at a starbase/shipyard instead of only credits.

11) I would love a notice of X declares WAR on you! Instead of -sometimes- getting a popup that says "We are sick of you" since you know, it almost is identical to the notice saying "We are almost sick of you!". There have been several times where I just get attacked out of the blue, for no reason, without even knowing I was at war.

12) Why are war animations (when you skip battles) so damn slow? I can start a battle, then skip to the end of the live play faster than if I just skip the battle scene. (Explosions take especially long).

13) Please give colonies the "do not notify if idle" ability just like shipyards and such. Sometimes I dunno WHAT i want to build there yet.

14) Can we have the option to block certain messages? (Trade Requests, Friend notifications, etc?) I really hate being spammed by "Yes, we love your path you have chosen" by 30 different opponents.

15) Can you please clean up the way the tech tree display is? Its gawd awful and hard to see. It really needs to be redesigned.

16) On trade screen, can you -PLEASE- for the love of god, put specializations with the name of the research when its listed? So instead of just saying "Missle Capacity" can you put "Photon Torpedo Specialization - Missle Capacity" so I don't have to mouse over every single tech to see if I have it or not.

17) Speaking of tech trees, can you please sort them out alphabetically, or by worth, or something? Hard to trade techs not knowing what X is worth or where it is.

18) Would love on the trade screen if my ships could be sorted alphabetically. If I want to trade away all my low level Scout ships, i really don't like sorting through 500 ship names to do it.

19) On the main play screen on the right side where you can list your planets and ships. Can there please be a drop down to choose type of ship? (even assault, scout, escort etc) would be nice. Looking for 1 specific ship in a sea of 500 is not fun. Or better yet, have a dropdown of all current types of ships (like the govern screen)

20) Dreadlords and Spacemonsters and such have popups, but Peacekeepers don't? And why do Peacekeepers declare war on me when I am not at war?

21) Fleet Upgrading - I can decomission a fleet, but I cannot upgrade a fleet. Would love this option on Fleet Description window. The only other way is the Govern window, which.. I have explained earlier sucks.

22) Why is it so easy to defy U.P. proposals? Some minor little race has an issue with it and the whole U.P. vote is thrown out the window? NATO doesn't stop sending aid to Thailand just because Botswana doesn't like it. Please make only MAJOR (like top 5) able to defy the vote or something. I hate having to wait another 100 turns to bring up another vote for something. Majority really should rule. Defiance should just mean you are "Exluded" from the effect of the vote or banned from the U.P. and left on your own or something.

23) Can we have an option to have custom built ship designs to be upgraded via a button? (i.e. have harpoons upgraded to photons, and shields upgraded to barriers, etc?) Not anything new thrown on, but just replace existing parts with their newer components? I really don't like redesigning whole new ships when I get a sensor, shield or weapon upgrade.

24) Starbases really need a tune. This is a whole section in itself:
- Make them more powerful/defensive (1 small ship shouldnt take out a starbase)
- Maybe give the option to "sponser" them like shipyards so you don't have to build constructors, but have them take production from planets for upgrades?
- Please make them moveable. Give a mod called thrusters or something that can move them 1 square a turn or something.
- Too many to list now, will talk about this later.

25) Survery ships.  Can we have an option to "Only explore Capsules/Artifacts/Graveyards/etc? Like a little Check next to each one? I am really tired of half my surveyors ending up on a wormhole on the other side of the universe.  Also having my armed surveyors still ignore Ship Graveyards.

26) Anomalies: Can we have like different colored anomolies or something? Or a differnt icon? Especially wanted for Wormholes and Ancient Precursor Anomalies would be awesome. 

27) Ship sentry.  Can we have a "smart" option for this? I really don't want my sentry notified because a friendly race Trade Freighter is on its way to my world.

28) Trade Ships:  Can we please be notified that a trade route is connected, disconnected, destroyed or something? The only messages I get are from my first trade route or if I already established a route with that colony.

29) Trade Route Highlight:  Can we have a clicky or something that will highlight a traderoute (large green lines on the map from point A to B)? Makes easy when I am sending multiple freighters out to not duplicate sending to the same planet.

30) Can you look into having multiple ideology paths? I choose Pragmatic first, but then follow up with 5 Malovelent choices and sometimes other races still see me as Pragmantic flagged when I am not. Maybe this is just an initial flag, but.. kinda shouldn't be.

31) Intercept Action: While a ship/fleet is on "Sentry" duty that it will automatically attack enemy ships that are in an "at war" state with you, or Pirates/Dreadlords etc that come within its visual range. - Per ll187

32) Tech Trading UI: Have possible color coded or information about Specializations already researched of a different type (listed in X color) and have techs that are ahead of you listed in Y color etc. - Per Syrkres

33) On Governor screen have a tab for Colonies with a list of colonies and a mini-local governor screen that you can just click on a planet and see the local Governor on the right hand side. And optionally have a checklist of colonies that you can have click each one (to choose multiple colonies) to have X local governor of colony selected to produce Y resources (research, wealth, military etc)  - Per admiralWillyWilber

34) Have the ability to create overlay of highlight (like big green/red/blue lines from point A to point B so you know where to send ships/supplies/trades) or be able to put large overlay markers on the map that show up on the mini-map so you can click there and find those markers easy for setting goto actions for fleets. - Per raybenjamin

35) Starbase templates. Like ship templates, but for starbases. - Per raybenjamin

36) Possible tactical control in battles. Allow to set priority targets at beginning of battle that your fleet will attack first/second/etc. - Per raybenjamin

37) Allow some sort of sorted control for going through planets and starbases instead of just created by time (like nearest, by name, etc) for easier management on a click through basis - Per raybenjamin

38) Allow raiding/resource capture etc so that when races/Ai/pirates "attack" starbases and planets they can choose to loot resources/money/etc instead of flat out destroying them (this also gives an added bonus that keeps planets/starbases alive longer for you to defend them AND gives the bonus that you can "farm" a race for resources to a certain point but a limit would have to be placed to make sure this wasn't abused by players) and the gold/resources/research can be used to bolster their own research/ships/planets (think of it like capturing an anomaly and getting resources/research/gold but it takes away from the race and gives it to them) - per raybenjamin

39) Ability to capture starbases or even the ability to capture ships (like the racial feat does) but perhaps with more risk to your ships, instead of destroying, they can be set to try to "capture".  They may take X more damage but have a small or increased chance to capture ships if commanded to do so. - per raybenjamin

40) Planetary Notifications have a select menu that you could have planets notify you if: -per cjwsaucier

- There are unimproved terraformed spots open on a planet
- There are upgrades that are available on current improvements
- Population space running low

 41) Have a built in notification alert that when you send a colony or trade ship to a planet that one is "already en-route". Too many times may have 2 or 3 colony or trade ships going to the same planet.  Alternatively, be able to "auto-colonize" or "auto-trade" option by clicking on the planet to queue up the appropriate ship like you can with starbases and constructors. - Per cjwsaucier

 42) Upon loading troops/colonists into ships please have the popup for population notice display what ship we are loading into (or at least say loading troops or colonists) - Per lordduzi

43)  Civilization 5 has options to "turn off attack animations" and "quick move animations"  would be really awesome if we could have the same.

51,029 views 52 replies
Reply #1 Top

instead of creating a new thread i will add to that list  

31.Auto Attack

pls

Reply #2 Top

A lot of great suggestions, hopefully some will get implemented.  The ones I emphatically agree with are:
 

1) Governor window on planet screen should be side-popped and not a new window that overlays (so you can see real time changes on). Also its a pain to open so many windows when doing 50 planet changes right after another.


7) Towards late game, please have AI ability to understand credits. Too many junk screens popping up asking to trade 10 antimatter for 150 credits, or offering 150 credits to goto war with the 2nd biggest opponent in the game. If I offer them 150 credits for ANYTHING I get laughed at.

19) On the main play screen on the right side where you can list your planets and ships. Can there please be a drop down to choose type of ship? (even assault, scout, escort etc) would be nice. Looking for 1 specific ship in a sea of 500 is not fun. Or better yet, have a dropdown of all current types of ships (like the govern screen)

22) Why is it so easy to defy U.P. proposals? Some minor little race has an issue with it and the whole U.P. vote is thrown out the window? NATO doesn't stop sending aid to Thailand just because Botswana doesn't like it. Please make only MAJOR (like top 5) able to defy the vote or something. I hate having to wait another 100 turns to bring up another vote for something. Majority really should rule. Defiance should just mean you are "Exluded" from the effect of the vote or banned from the U.P. and left on your own or something.

23) Can we have an option to have custom built ship designs to be upgraded via a button? (i.e. have harpoons upgraded to photons, and shields upgraded to barriers, etc?) Not anything new thrown on, but just replace existing parts with their newer components? I really don't like redesigning whole new ships when I get a sensor, shield or weapon upgrade.

25) Survery ships.  Can we have an option to "Only explore Capsules/Artifacts/Graveyards/etc? Like a little Check next to each one? I am really tired of half my surveyors ending up on a wormhole on the other side of the universe.  Also having my armed surveyors still ignore Ship Graveyards.

26) Anomalies: Can we have like different colored anomolies or something? Or a differnt icon? Especially wanted for Wormholes and Ancient Precursor Anomalies would be awesome. 

28) Trade Ships:  Can we please be notified that a trade route is connected, disconnected, destroyed or something? The only messages I get are from my first trade route or if I already established a route with that colony.

 

Reply #3 Top

Another 

31) During trades, way to see where a tech that is being offered is in my tech tree?

- do I have the previous tech?

- do I have another tech specialization of that tech (very important)

- is it a jump in my tech (skipping past several known techs).

 

Reply #4 Top

1. Also in cases where you want planets doing the same thing. Is research world specialization where 70% of your planets are research. It would be nice to have global options for this only going to planets that are different for local governors. Even having an exception is where global governor list doesn't affect. We need both global, and local governor option posts.

Reply #5 Top

Quoting admiralWillyWilber, reply 4

1. Also in cases where you want planets doing the same thing. Is research world specialization where 70% of your planets are research. It would be nice to have global options for this only going to planets that are different for local governors. Even having an exception is where global governor list doesn't affect. We need both global, and local governor option posts.
End of admiralWillyWilber's quote

This could be incorporated into the "Colonies" tab of the "Govern" menu.  Basically a list of any governor focuses and the ability to change multiple focuses at once.  Big +1 on this.

Reply #6 Top

I have a few suggestions to add:

 

1) Highway Highlight - I use military bases with a slipstream generator to create highways through my territory. It would be nice if there was an overlay that would show me the areas where slipstream is in effect. Being able to get resources where they are needed is critical.

2) Let me rename the planet from the govern screen when I first colonize it, and then skip the prompt to name it if I've already done so.

3) Let me create Starbase Templates that will let me easily tell a new starbase to copy starbase X or use template X.

4) Teach the AI to attack ships other than just the escorts first. There are lots of other ways to pick targets and I'd think different races might use different tactics.

5) When I have starbases, planets, etc. sorted, the next button on the starbase or planet detail screen should go to the next one in sorted order. This should be a relatively easy fix and would make it a lot easier to go through your planets looking for a place to plop a particular special improvement.

6) Longer term -- perhaps add a Raid attack, where pirates can raid a planet or starbase and get resources with which to build more pirates. This also might be a nice feature for evil races.

7) Perhaps give us the ability to take over starbases using specialized commando troops that are carried in their own troop carrier.

 

This game eats up way too much of my time, but I'm enjoying it. :)

 

Ray

Reply #7 Top

Quoting ll187, reply 1

instead of creating a new thread i will add to that list  

31.Auto Attack

pls
End of ll187's quote

 

I am not sure what this means, but if you mean.. while a ship/fleet is on "Sentry" duty that it will automatically attack enemy ships that are in an "at war" state with you, or Pirates/Dreadlords etc that come within its visual range, then I agree.

Reply #8 Top

yup ty for understanding what i meant that and/or the function that was in gal civ 2 auto attack in the menu with sentry, guard, explore, etc (as a a option) any that you are at war with but at least the sentry fucntion and ty for the credit 

Reply #9 Top

I like a lot of these! I would add upgrading the way invasions work, that thing is pretty damn bland as it is. Oh man I agree on the starbases being weak as hell though. They really need a massive boost to hp and damage.

Some of these Stardock won't do though; tactical control is probably one.

I think raiding supplies or at least trade routes was in the works at one point. Don't know what happened to it though.

Reply #10 Top

Not just colony focus, but also things like terraform tiles, and auto upgrade. These also could be globally controlled; because they are not I don't mess with them, especially terraforming I definately want to turn this off in the beginning, but later I would want to turn this on.

Since there are no roads in space you mean trails this could be an option to have on the map. Sort of what they had in two; except you could manually outline this. On the mini map you could zoom, but it would be nice to have a way to turn this on the big map. Then where you turn it off on the big map. Then when the right icon was pressed it would thut off. Being able to press an icon on the mini map which would shut this off would be nice considering no one would want to constantly see this. The trail would only be on a map not physical. But as a dictator you could designate this as a no fly zone.

Reply #11 Top

I like the capture starbase like capture a planet.

I would add more diplomacy possibilities. My  most thought of one is a surrender to me without having to totally defeat them in war. Just get them to the point of "they will not win". After the surrender then you have to clean up the rebel elements that do not change. This is where and advanced assimilation center and approval buildings would help.

Reply #12 Top

Nerf the Thulium Data Archive and Durantium Refinery.

As of the latest patch (1.8.1.8), it's nice to see that both of these are now much more relevant (and desirable).  However, I'm now up through about turn 200 on a Immense map, and finding both are severely overpowered for the mid-game.  As in, combined with even moderate placement for adjacency bonuses, both are WAY too powerful, far in excess of any other non-empire-unique building, and not expensive enough to prevent one from putting one on each planet (or close to it).

Current stats for each are:

  • 150 build cost
  • 1 Durantium/Thulium cost
  • +2 adjacency bonus
  • 0.5 maintenance
  • +8 Manufacturing/Research raw bonus
  • +1 M/R bonus for every level of the building

 

The later bonus, in particular, makes is extremely powerful after one has done reasonable buildout of a planet, as it's not hard to get +6 or more adjacency on a dedicated planet.  As the bonus is given directly to Manufacturing or Research, it completely dominates any population effects (since, for the most part, only 40% of population is going to Manufacturing or Research, the +8 bonus above is equivalent to +20 population).

My understanding of the purposes of these buildings was that they should:

  • Be expensive enough to be very rare in the early-game (<100 turns)
  • Be about as powerful at the later mid-game improvements (i.e. the 4th generation factory/research building)
  • Be intended to be built in the early game on very special worlds to gain a big advantage
  • Obsoleted (mostly) by cheaper, better improvements around mid-game (turn 200 or so)

The problem is this:  they're really too expensive to build much before turn 100 as you're unlikely to have the resource needed until turn 50 or so, and the 150 build cost is a LOT for a planet that likely has 25 manufacturing at the most. On the flip side, up around turn 120, it's not hard to have a 40+ manufacturing worlds all over the place, durantium/thulium are in pretty big supply, and the building absolutely creams anything else available at your tech level, once you take adjacency into account.

To fix this, I'd suggest some combination of:

  • Reduce the cost to build
  • Reduce the adjacency bonus the building gives
  • Reduce the bonus the building gets from levels
  • Reduce the base M/R bonus.

My suggestion (after playtesting this with a mod of my own) is to change the stats to:

  • 75 build cost
  • 1 Durantium/Thulium cost
  • +1 adjacency bonus
  • 0 maintenance
  • +6 Manufacturing/Research raw bonus
  • +0.25 M/R bonus for every level of the building

This makes it well worth building early and cheap enough to do so, but much less desireable after the 3rd and 4th tier buildings are available.

 

To a lesser extend, the Promethion Reserve (having the same stats) has the same problem, but since Promethion is generally in far scarcer supply, and useful for many other things, plus money is in far greater supply than Manufacturing or Research, I don't see that building as much of a problem. Though a similar nerf would be consistent.

Reply #13 Top

32?, if I got that number right.  Please when loading a ship tell us if we are loading transports or colony ships.  I play mainly on insane map sizes, so yes, I can be loading transports and colonizing at the same time.

Reply #14 Top

1. Just like we have a button to "Clear All Planetary Focuses", can we have a button to "Clear All Planetary Projects" so that older planets can report in when there are available upgrades that need to be installed. Otherwise, we have to go planet by planet every so often to keep them up to date.

2. Set surveyor and explorer ships to: Priority-1) stay away from each other unless otherwise commanded. Priority-2) Search out the nearest undiscovered system. Priority-3) Target fogged(FoW)-yet-occupied systems for frequent flyby. 

I also support having a toggle for armed surveyors to attack defended artifacts.

3. Either give us the ability to toggle off Fog of War or make the A.I. subject to the same disadvantage that FoW and unexplored space creates for the players.

4. Need some sort of indicator to show which vacant planets already have a colony ship en route. And, like Master of Orion, click on the vacant planet and "Colonize" which will automatically queue up a colonial ship from your shipyards.

Reply #15 Top

Quoting cjwsaucier, reply 14

1. Just like we have a button to "Clear All Planetary Focuses", can we have a button to "Clear All Planetary Projects" so that older planets can report in when there are available upgrades that need to be installed. Otherwise, we have to go planet by planet every so often to keep them up to date.

End of cjwsaucier's quote

 

Wouldn't it be easier to just have the Planetary Notifications have a select menu that you could have planets notify you if:

- There are unimproved terraformed spots open on a planet
- There are upgrades that are available on current improvements
- Population space running low

and a few other things I can't think of at this time? 

 

Quoting cjwsaucier, reply 14

2. Set surveyor and explorer ships to: Priority-1) stay away from each other unless otherwise commanded. Priority-2) Search out the nearest undiscovered system. Priority-3) Target fogged(FoW)-yet-occupied systems for frequent flyby. 

End of cjwsaucier's quote

I think this would be mostly covered in my select screen for surveyors.  But I could add in something for a select screen for explorer ships to explorer Fog of War areas first or Target nearest star system as well?

Quoting cjwsaucier, reply 14


I also support having a toggle for armed surveyors to attack defended artifacts.

End of cjwsaucier's quote

This is included in my select screen list for survey ships already

Quoting cjwsaucier, reply 14


3. Either give us the ability to toggle off Fog of War or make the A.I. subject to the same disadvantage that FoW and unexplored space creates for the players.

End of cjwsaucier's quote
 

I believe this is written into the game code, that above a certain "difficulty" they use YOUR fog of war reveal as well as theirs.  At low difficulty they do not send colony ships to stuff I discovered. At higher difficulty they act like THEY explored it as well.  I think this is on purpose to make it harder.

 

Quoting cjwsaucier, reply 14

4. Need some sort of indicator to show which vacant planets already have a colony ship en route. And, like Master of Orion, click on the vacant planet and "Colonize" which will automatically queue up a colonial ship from your shipyards.
End of cjwsaucier's quote

This I will add in, because this is a must, as well as freighters. I don't need the auto-colonize or auto-trade, but this would be nice if they said "yeah something is  already on the way to this planet"

 

Reply #16 Top

Quoting trims2u, reply 12

lordduzi

Nerf the Thulium Data Archive and Durantium Refinery.

As of the latest patch (1.8.1.8), it's nice to see that both of these are now much more relevant (and desirable).  However, I'm now up through about turn 200 on a Immense map, and finding both are severely overpowered for the mid-game.  As in, combined with even moderate placement for adjacency bonuses, both are WAY too powerful, far in excess of any other non-empire-unique building, and not expensive enough to prevent one from putting one on each planet (or close to it).

End of trims2u's quote

 

I am not really sure these should be nerfed.  I mean its only a +2 adjacent bonus.  Its not like it screams out "OMG too powerful" to me.  Several races have anti-matter and other things that give +3 bonus to adjacent.

Also +8 to manufacturing is not really anything mid/late game, as most of my manufacture worlds have 100 base. Its only giving them a 10% base boost.

But as with anything, the ONLY reason to really nerf this is if someone is abusing it, or the AI abuses it.  I don't really see how this is overpowered, but maybe I am just not looking at it from the same angle?

Reply #17 Top

Quoting Kraegor1977, reply 16

 

I am not really sure these should be nerfed.  I mean its only a +2 adjacent bonus.  Its not like it screams out "OMG too powerful" to me.  Several races have anti-matter and other things that give +3 bonus to adjacent.

Also +8 to manufacturing is not really anything mid/late game, as most of my manufacture worlds have 100 base. Its only giving them a 10% base boost.

But as with anything, the ONLY reason to really nerf this is if someone is abusing it, or the AI abuses it.  I don't really see how this is overpowered, but maybe I am just not looking at it from the same angle?
End of Kraegor1977's quote

It's the combination that's deadly.  So, yeah, you could keep the +2 instead of the +1 I have above, but I think it's a real good idea to make it equal to a regular building (i.e. factory/research building and their successors) rather than the 1-offs.  It's not a big deal, but the whole idea is that these buildings should be obsolete (or at least not any more desirable than current-tech "normal" buildings) about turn 150 or so.

 

And, you're missing the point on where the +8 bonus is.  It's not +8 to the total Manufacturing.  It's +8 to the BASE Manufacturing.  Base Manufacturing it set by taking the Production Wheel percentage of a planet's Base Production.

Base production is dominated by Population (with a few extra add ons, like Mining Colonies).   VERY few planets will ever have more than 30 base production, at the very most, and you don't get to 20 base production until mid-game, at least.

Problem is, that base manufacturing then gets modded by all the buildings.  My typical Manufacturing Planets have easily a +200% bonus by turn 100, which makes that +8 of the building a +24.  That is why the +8 is overpowered, because it's not a constant - it gets buffed by all the other manufacturing improvements, which only get better and better as time goes on. The current +1 for levels makes it MUCH worse, as that +8 easily ends up a +15, which ultimately translates into a +50 to final Manufacturing (or Research) after bonuses.

 

So, in reality, that +8 Manufacturing bonus equates to adding +20 to +30 to the population, with no approval problems.  Take a look at the difference between what a manufacturing planet with low pop looks like vs one that has 3x the population.  That's the effect the Data Archive and Refinery have, and why it's far too much.

Reply #18 Top

You mean base production, not base manufacturing. To avoid confusion just call it production since it affects everything. Not to really argue the nerf appoint, or really agree with it I think I wouldn't like it like any other building because I then have no reason to use the resource buildings. No reason to try, and get them except for trade. I guess as long as you don't mess with the adjacencies; because, that is my main motive to use them. I'm talking about Duranthium. You could nock the others down to two.

Reply #19 Top

No, I meant Base Manufacturing.

The Durantium Refinery adds directly to Base Manufacturing, the Thulium Data Archive to Base Research, and the Promethion Reserve to Gross Income.  They don't add to Raw Production.

Which makes them incredibly powerful, as that adjustment is independent of the Production Wheel, and still gets all the planetary modifiers for that statistic. In short, I could move the Production Wheel to have Manufacturing set to 0%, and this planet would still be producing about 25 manufacturing per turn!

 

Here's a snapshot of a planet I have, and the tooltip for Manufacturing.

 

As a test for comparison, I replaced that Durantium Refinery with a Solar Power plant, to see what the difference was.  It dropped the adjusted Manufacturing from 75 to 55. That's a one-third decrease.

 

It would be fine to leave the adjacency bonuses of the buildings to +2, but I'd up the cost to 90.  The big thing that HAS to be nerfed is the initial bonus and the per-level bonus; particularly the latter is far, far, far too overpowered.  You'll note that in the above picture, I've got the Durantium Refinery on a pretty nice bonus tile, but only getting adjacencies from 3 buildings, and the DR *still* gives a +13 to Base Manufacturing, which is insane given that it's still subject to all the adjustment bonuses.  I'm at about turn 160 in the above.

 

 

Reply #20 Top

look I will try playing the Terrans, and reproduce this. What I'm not understanding is that you are placing not on identical tiles making it hard to tell due to adjancencies.

Reply #21 Top

I dont know you are saying that the duranthium refinery should not be more powerful that the base power plant. I'm not going to tell stardock their logic, but my guess is they want you to want resources. Maybe they should just have it give special abilities. instead.

Reply #22 Top

Adjacency bonuses for the DR/TDA/PR are pretty much irrelevant. And having to have a given specific resource is indeed a good idea. But they not well balanced - before this latest patch, they were of very dubious worth in any case, and now, they're stupidly Overpowered.

What is important is the  +8 bonus it gets to the base, and then the +1 bonus for each level of the DR.  Both are *massively* overpowered, because, as I pointed out, they're going directly to the base Manufacturing/Research/Income stats, and then get to benefit from the ever-increasing % bonuses from everything else.

Reply #23 Top

Quoting trims2u, reply 22

Adjacency bonuses for the DR/TDA/PR are pretty much irrelevant. And having to have a given specific resource is indeed a good idea. But they not well balanced - before this latest patch, they were of very dubious worth in any case, and now, they're stupidly Overpowered.

What is important is the  +8 bonus it gets to the base, and then the +1 bonus for each level of the DR.  Both are *massively* overpowered, because, as I pointed out, they're going directly to the base Manufacturing/Research/Income stats, and then get to benefit from the ever-increasing % bonuses from everything else.
End of trims2u's quote

 

I disagree that they are overpowered.  They are powerful, yes, but it seems within the bounds of the overall flat bonus and percentage bonus mechanism built into the game.  It will be even better as a mechanic when the AI learns to use it better, but that is an ongoing effort.  

However, I would want a way for the resource dependency to matter.  If you run into negative 1 Durantium, one of your Durantium Refineries should go offline, etc.  With an ugly "out of resources" sign on the tile in the planet screen.  And you don't get to change which planet gets affected.

Reply #24 Top

Forgot to mention in my wishlist: when using the governor to upgrade all ships of a certain type, Need to report how much it's going to cost before you give the final command. Oh, the debts I have accrued with that command. So far my biggest debt was in excess of 112,000 credits. I would not have done that if I thought it would tank my economy for so long!

Reply #25 Top

Quoting trims2u, reply 22

Adjacency bonuses for the DR/TDA/PR are pretty much irrelevant. And having to have a given specific resource is indeed a good idea. But they not well balanced - before this latest patch, they were of very dubious worth in any case, and now, they're stupidly Overpowered.

What is important is the  +8 bonus it gets to the base, and then the +1 bonus for each level of the DR.  Both are *massively* overpowered, because, as I pointed out, they're going directly to the base Manufacturing/Research/Income stats, and then get to benefit from the ever-increasing % bonuses from everything else.
End of trims2u's quote

 

I wouldn't call that overpowered. I would call that VITAL to imperial growth. It's not unfair if every faction has the ability to use it.