Hannable -> RE: Remaining complaits before DW2. (6/2/2014 11:26:19 PM)
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The ability to place a colony in quarentine if a plague hits it. No ships or resources will arrive or leave the colony until the player un-quarentines it. I'm not sure if plague actually spreads through the trading routes, but even if it doesn't, quarentining a planet is exactly what a ruler would do if a nasty contagious plague struck one of his worlds. Better feedback when it comes to ships. If a ship is destroyed, it shouldn't inform me that it has "completed it's mission." While I suppose it did finish the mission in a technical sense, I wouldn't call being destroyed a completed mission. Plus, when a ship is repaired, I should be told a ship is repaired, not that a ship has been "completed" as if it is a new ship coming off the construction yard. +1000 for a "stay away" and "rally" command so ships arent blundering into pirate central or sand slug paradise. It would also be nice to order a ship to join a specific fleet as part of the purchase order. "Join nearest fleet" only works if you have the fleet you want as the closest fleet to the construction yard. But if you build multiple ships in multiple yards, it's a pain to make sure only one fleet is the closet to ALL of the yards. If you disassemble an abandoned ship, you should have access to that ship design to both build and upgrade it. The ability to act as a third party negotiator if two allies are at war with each other. That gives a nice alternative option than to go to war with one of them or refuse to honor a treaty. Perhaps the formula for success can depend on an ambassador's skills + empire reputation - the amount of dislike the two warring empires have for each other.
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