Civil Sector Lobbying into State Sector Affecting Foreign Policyetc Prominent and pompous Financial/Defense/Energy/Religious sector lobby and some times over take the important decision making. For an example a friendly ally/neighbor turns into fatal enemy former emperor becoming mere puppet.
More as game event which happens only on Non Player Empire side.
Room for exploration to make it happen on player side. If unwatched or oppressed civil sector is left alone too long, they might over take some important decision user make. Especially foreign stances and military command.
Items for consideration: 1. When a popup for a newly colonized planet comes up, clicking on the message changes view to planet location, not colony manager.
2. When clicking on an attack message, view switches to target ship (good) and then locks on onto it (bad, don't like this).
3. Represent quantities of troops on planet with numbers instead of tiny, overlapping icons.
4. Different icons for unit-locked and unit-unlocked in the unit info window.
5. An option for disabling "default" right-click actions. Would prefer to always have popup with all options without "control-click".
6. Estimated build completion times, ETA's for ships en route, completion of research, etc.
+1 for all of these. Especially the bit about having the option to to make every right-click a good one, instead of context-sensitive.
Add in some hot chics. The Securian leaders, increase chest size to freak show size. Maybe change another race to a sort of hot-like woman (like the Borg gal, who was sort of hot). That way, we occasionally can imagine we are like.., well, ENSLAVE them etc..,
Also, but not as important, calculate the Range for us in the Ship Design screens.
-- A captured character has the chance to escape captivity. -- characters have the option to launch rescue missions of captured characters. -- Buy character release either through technology exchange or money. -- Prisoner exchange.
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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
Another wish... The psionic powers covered even in a remedial way within characters.... And yes, I want to use the 'Force'
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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
< Message edited by tjhkkr -- 12/15/2011 10:03:15 PM >
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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
If we follow the GalCiv model of influence starbases we should also have buildings / projects that protect a planet from being turned through culture / influence.
I think Influence is a bit powerful for it to be wielded by a Starbase. Although something more subtle, like having Starbases that expand the existing influence of nearby worlds would be totally neat.
While looking at the fleet screen; - Pop-ups of the ships details, specifically design would be great - the ability to drag/drop ships from one fleet to another - The ability to combine/delete fleets
Please do something about the re-fueling of fleets. Perhaps filling all ships equally with fuel rather than one at a time. It is extremely frustrating, and unrealistic, to be holding up a whole fleet for the refueling of one ship.
I would like the ability to set automatic retrofitting on (or at least have the suggestion appear) for just bases, not both starships and bases. I don't like to tie up my fleets for retrofitting, but the defensive bases and star ports should be updated on a regular basis.
This could even be extended to (gas) mining bases. Why can't retrofitting be included as a low priority on the list for constructors to do while in AUTO mode?
I would like the ability to set automatic retrofitting on (or at least have the suggestion appear) for just bases, not both starships and bases. I don't like to tie up my fleets for retrofitting, but the defensive bases and star ports should be updated on a regular basis.
This could even be extended to (gas) mining bases. Why can't retrofitting be included as a low priority on the list for constructors to do while in AUTO mode?
I really like this idea.........I tend to put defensive weapons on my private mining bases and would love to have a better option thant "scrap immediately" and then figure out how to rebuild the station.
The idea is the following: It's a pity that the way the ranking is displayed doesn't keep track of evolution of empires. It would be much better to have a chart displaying the time on the "x" axis and the ranking on the "y" axis. This would allow to keep a track of each empire evolution across the time and to see who's declining, who's improving... Maybe in a next patch ?
Something like this: (for example for "population" but of course it should be for all indicators) >>>
The idea is the following: It's a pity that the way the ranking is displayed doesn't keep track of evolution of empires. It would be much better to have a chart displaying the time on the "x" axis and the ranking on the "y" axis. This would allow to keep a track of each empire evolution across the time and to see who's declining, who's improving... Maybe in a next patch ?
Something like this: (for example for "population" but of course it should be for all indicators) >>>
+1 This is a good idea. Most 4X games uses this type of graph and I would like to see it come to DW, too.
Posts: 1093
Joined: 5/14/2010 From: Kiadia Prime Status: offline
^+1 on that.
Couple late game tech ideas I though: Note: These may have come up in the past.
1. Battlestations. Limited to one per empire. Pretty much similar to WDs. Very late game, "Tier 8" tech. 1.b Alternatively, hab-ships. Giant ships capable of sustaining population and generally act as mobile planets. Similar to General Systems Vehicles and Medium systems vehicles in Culture universe.
2. Warp Gates. Maybe limited to one pair per empire, or no limits and just make them extremely expensive to maintain. Simply connect two points of galaxy for near instant travel. Useful on big maps.
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Nothing is impossible, not if you can imagine it! "And they hurled themselves into the void of space with no fear."
Looking at this further I would envision implementation along these lines:
1) Put various academies in the tech tree as able to be researched. Naval academy,Military academy,Diplomatic academy and of course the Spy academy.
2) Allow construction of a station with academy modules that a player can build after accomplishing the proper research.
The main goal is not to give large starting bonuses to characters but to limit how poorly their stats start but far more importantly increase the number of skills a player starts with.
Suggestion: I would really like a slider in the game setup that allows for different overall pop. growth rates (by percentage I guess). I've played four games now and by the time the game is over, my colonies that I started still don't get to be much of a factor for revenue, etc. (except for their resources).
Posts: 1093
Joined: 5/14/2010 From: Kiadia Prime Status: offline
An indicator about how much fuel selected ships/fleet needs if ordered to refuel. Would be helpful in searching for right refuelling spot, especially when fuel situation in an empire happens to be not so good.
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Nothing is impossible, not if you can imagine it! "And they hurled themselves into the void of space with no fear."
I would like it if you could make it so that I can give new ship orders In the fleet information screen and the ships would then be automatically integrated in the fleet. And something like build lost ships of fleet X automatically.
And could you put in a automation for planetary construktions, like the ion cannons or bunkers etc. When I have enough money the AI can build all of them on all my planets would be fine with me
Oh and an controlled autotaxation like planets over 1000k population get 20% rest 5% would be cool.
im sure its been asked before but i feel compelled to say; set expansion limits on civilian ships ie dont expand past selected radius or ly or set celestial object(s).
< Message edited by jezwhywhy -- 12/24/2011 7:18:54 PM >
One idea is some sort of fleet formations. Right now I'm trying to conquer a homeworld with a fleet of 50 destroyers. They warp in a circle around it and of course get creamed. However, if they could be made to attack from one side, fire concentration would definitely let me break them.
Posts: 2932
Joined: 2/3/2005 From: France Status: offline
Another two wishes here:
1-Possibility to start from scratch with a blank sheet ie. just a colony, no ships, no mining stations, noting. 2-Possibility to start in a pre-warp world (tech warp to be developed). Exploration would be limited to own system until warp is developed.
Too much space creature alarms Instead of alraming player each time a ship encounter a space creature, instead of making alarm, leave a mark on the map which tells the player the type and number of space creature observed there.
Space Creature Colony Some system could be housing a nest of space creature. Some colony could even have some kind of central mind and do actions against sentient empires/entities.