Leslac
Posts: 45
Joined: 5/4/2020 Status: offline
|
Also I've got a couple of suggestions for changes for the current version. And I'm basically just adding them as I play the game... Sorry for the wall of text :D First of all - can we remove all the airplane stuff from the military council? And solely plant it in the airplane council? It's major league annoying that I'm constantly getting advanced airplane stuff from my military council at the start of a game where I don't start with extra councils, while waiting for all the simple stuff like rpg's, better guns etc. Thank God for jungles keeping my troops alive against enemy tanks... And please do something about the centering of the game. During turnovers the screen always wants to center right and down, instead on where you ended the turn, a front or your capital f.ex. While often you don't even know where some action is happening because it's happening right at the left edge. Move the center squarely on the unit where things are happening - or the closest unit to it. Tune down the amount of money that cult which takes your civilian cash takes. Everywhere I had them, they were nicking almost all of my civvy cash, making this cult by far the worst to have around. Can we get tarrifs lumped in with taxes and moved to the economic council? It's always the most important thing to increase your cashflow - and you know that seems like something to do with economics. And tarriffs as their own thing just seems weird, four strats for one category? Maybe move tarrifs to the foreign council where the trade's at? Interior council already gives you a lot of awesome leaders, xp bonuses, meetings, payment to leaders and such. There's reason enough to picking it asap without the taxes and tarrifs. Can you do something with the militia reinforcements? I often see the militia rather create completely new units, instead of reinforcing low strength units. I've got a militia zone strength and militia at 70, but very few reinforcements are sent out to low strength units. The consequence is I've got a plethora of half or lower strength tiny militia units hanging around, mostly useless - and I can't merge them or send them back to the reinforcement pool... Maybe remove the rule that you can't disband militia units? Artifacts... Can we maybe have a tooltip with a bit more info about them? In one game I had these awesome bees that I kept around for that really important moment. Turns out they only really work against unarmored targets - i.e. great at the beginning of the game against free folk, mutants etc. I guess I could save/load just to see what they do, but that's a waste of time... The same goes for the fate point cards. Postures - Often you can't read their full text in the card. Like Recon in Force or Ambush. Maybe include the full text in the popup tooltip? Worker happiness penalties - there's no explanation for the happiness drop when you don't pay your workers at the end of the turn. As my above text shows, this is easy to miss. Include a "-13 for not paying your workers" tooltip. Militia memorial plaque event - When you pick the choice to pay extra money to the milita, the vidcom states "The militia units gained +8 government points." What does that mean? Corporation taxation - I'm taxing my corporation at 40%, but can't see where the taxes go? They aren't listed in the civilian income and they aren't listed in my income either? Am I missing something or is it a bug? Is taxation just there to curb the corporations growth? As always, thanks for a great game. I'm playing it a lot - and on extreme difficulty - which means everything I've got counts.
< Message edited by Leslac -- 1/26/2021 7:06:17 PM >
|