Erischild wrote; ""Another possibility is to have it grant you the cheapest tech available if one is not selected. It would be an issue with specialization techs, though." Now, that would be interesting... but I would prefer it be a random tech from the tree available for selection for the player at that point in the game. Just selecting the cheapest would still require some logic as many have the same costs in terms of number of turns. Trims2u wrote; "Frankly,
OnTarget65
Larsenex, Thank you for the suggestion but while I agree a certain amount of micro management is expected, when playing a very large map and after taking the time/energy to produce multiple ships, or fleets of ships (excess of 20 or more) then we end up with the same cycle as what existed with the old starbase upgrade model. I very much appreciate the latest enhancement to the starbase management system and just think similar thought could be given to this instance. As a reminder,
Hey Stardock, I feel cheated! My issue is that when I go to the trouble to research enough tech to build a sustainable long range survey ship, and then deploy multiples of them to take advantage of those juicy anomalies, there is no check in the code when a tech is discovered to make me select a new one right then. Instead the game keeps processing all the other survey ships and when I happen to strike multiple "Unfortunate Genius" anomalies, all subsequent ones "go to was