Colony management improvements

I am sure there are many things in the colony management set of screens for GC2 where we can see improvements we would have liked. Since we have not yet seen what GC3 will have in colony management, it is difficult to make suggestions. So, on the off chance that there are some ideas out there that may fit in with the current plans:

In the GC2 colony management main screen on the right side the list of available projects was listed. this list had three filters, "New", "Old", and "all". A fourth option would have been very useful: "Upgradable", which would have shown which older buildings you had built that now had newer variants.

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Reply #1 Top

How about another -- "My Favorites". Often when I play, I end up with a number of technologies from other civilization's tech trees, giving me access to planet improvements I wouldn't normally have. This means that my tabs would often have a lot of planet improvements that I wouldn't normally use. It would save me clutter if I could make a small list of planet improvements that I frequently use and put them into a custom tab.

Reply #2 Top

Quoting DivineWrath, reply 1

How about another -- "My Favorites". Often when I play, I end up with a number of technologies from other civilization's tech trees, giving me access to planet improvements I wouldn't normally have. This means that my tabs would often have a lot of planet improvements that I wouldn't normally use. It would save me clutter if I could make a small list of planet improvements that I frequently use and put them into a custom tab.

Is this somehow different from "Civilization Manager " (F6) -> "Governors" -> "Planetary Governors"?

Reply #3 Top

Quoting Lucky, reply 2
Is this somehow different from "Civilization Manager " (F6) -> "Governors" -> "Planetary Governors"?


I think I know what you are talking about, but I can't seem to ever find it when I go look for it. Mind you, I don't think it would work quite right for me, because I care about "readability" of my planets, which requires that I place the planet improvements in such a manner that I can quickly determine what a given world has at a glance. I don't think I can tell an AI governor how to place planet improvement in a certain arrangement that works for me.

If I end up finding it, I'll go play with it to make sure.

Edit: What do you know. When I say I can't find it, I end up finding it within the 5 minutes. I'll go experiment now.

Reply #4 Top

I need to play a few more games with it to fully figure it out, but it doesn't seem to do a good job of changing planet improvements (it will not remove existing ones so they can be replaced with something better). This can be a big deal when a civilization might research a new branch of planet improvements (like the Iconians and the Interstellar Refinery), or buy technologies from other civilizations (like better farming and morale planet improvements when playing as the Iconians).

I need to fiddle with it more before I say more though.

Reply #5 Top

Quoting DivineWrath, reply 4

I need to play a few more games with it to fully figure it out, but it doesn't seem to do a good job of changing planet improvements (it will not remove existing ones so they can be replaced with something better). This can be a big deal when a civilization might research a new branch of planet improvements (like the Iconians and the Interstellar Refinery), or buy technologies from other civilizations (like better farming and morale planet improvements when playing as the Iconians).

I need to fiddle with it more before I say more though.

I have not tried using Governors to cause building upgrades to occur, but you can select a building and click on any other available project and it will build a different building. This does leave much to be desired because it is often hard to see when there is a building that can be upgraded and find the building that would be a best fit for the upgrade. There are times when I want to upgrade a building to a newer model of the same type, but there are also times when I want to build an entirely different class of building, so the mechanism (if SD buys this idea) should allow both choices. I would envision this idea being used only for upgrading buildings of the same type, and the ability to change building types to remain as it is in SD2.