Quality of Life improvement requests.

Happy Sunday Stardock! Here are a few things I would eventually like to see in game if ever.

  • I would like to see the number of Ideology points per turn (if any at all) when I hover over each Ideology.
  • I would like to see the number of research points per turn the empire is generating per turn.
  • I would like to see the diplomacy degrade/upgrade points per turn. This goes into exploitation of the ai but it was a feature of Civilization series. You could get an idea of how fast your relations are going +/- and what you wanted to do to improve or degrade them. More information for the player while possibly game breaking is essential and (in my opinion) more fun. Others can chime in here. 
  • The number of trade routes in game is not clear nor is it easily understood by a new player. Trade should have a higher impact on relations and should have a stronger value to <prevent war>. I'd like to see more routes and more diplomatic and research options directly tied to trade.
  • Frogboy and Mormegiel have heard me shout about Pirates. I'd like more out of our pirates. Pirates currently rarely venture far from the shipyard they are created and rarely go out of their way to attack stuff. As I have asked prior, Pirates need to be a 'special' faction. One the player cannot be but has limited dealing with. You can go to the 'Pirate' hot line and have diplomatic relations with them. They can and should be able to attack targets or as a primary ability be hired to disrupt trade routes. We discussed this in detail back in Alpha. This requires TONS of effort on the Dev team and my answer is to enlist the community to offload some of the work. This really needs its own thread but I list it here as a request.

I invite other Emperors here to chime in and some QoL stuff. The last entry was not QoL but it stuck in my mind as a request. 

Happy Conquering!
42,292 views 10 replies
Reply #1 Top

i agree with most of what you've pointed out however i really like the comments about the pirates it would be nice to see them play a major role in the game possibly even have an expansion featuring them 

hiring them to harass neighbors
paying them off not to harass you
black market trading
 

 

Reply #2 Top

Quoting androshalforc, reply 1

i agree with most of what you've pointed out however i really like the comments about the pirates it would be nice to see them play a major role in the game possibly even have an expansion featuring them 

hiring them to harass neighbors
paying them off not to harass you
black market trading
 

 

Pirates need to raid trade lane as the primary focus of their behavior.

They need to move their shipyards, build constructors that plant new pirate shipyards on the map, and try to hide them

They need a new mechanism for feeding their production.  I'll see a pirate shipyard spending 20 or so turns building a cutter

They need a more varied and interesting assortment of ships and loadouts, focusing on small and med hulls rather than tiny would make them more interesting and immersive.

Reply #3 Top

Total research should appear in the research screen, bottom left i believe.

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Reply #4 Top

Quoting Go4Celerity, reply 2


Quoting androshalforc,

i agree with most of what you've pointed out however i really like the comments about the pirates it would be nice to see them play a major role in the game possibly even have an expansion featuring them 

hiring them to harass neighbors
paying them off not to harass you
black market trading
 

 



Pirates need to raid trade lane as the primary focus of their behavior.

They need to move their shipyards, build constructors that plant new pirate shipyards on the map, and try to hide them

They need a new mechanism for feeding their production.  I'll see a pirate shipyard spending 20 or so turns building a cutter

They need a more varied and interesting assortment of ships and loadouts, focusing on small and med hulls rather than tiny would make them more interesting and immersive.

paul said there might be asteroid mining in a future patch having pirates raid those mines and divert the resources to their bases.

Reply #5 Top

That is correct pretty cool if we can get pirates to raid those. They at least need to be more mobile. Back at launch they would move across the galaxy to harass you but they 'fixed' that as it caused turn timer slow downs. Now they rarely move far from the shipyard. 

Reply #6 Top

I'd also like the Tourism and Trade modifier summaries broken out per planet.

Tourism currently is a single line-item in the "Net Income" tooltip when you hover there.  Either give it a completely new  line in the summary boxes to the right (where Influence, et al are shown), or break out the individual modifiers are are done for the rest of the income stuff.

As to Trade, I can see the total value of any route in the Trade tab of the Govern window, but I nowhere see anything showing how that's computed. There's not even a single line-item summary on the planet itself anywhere. It probably should have a line item in the planetary summary boxes beside Influence, et al.

 

If we're cramped on space in those boxes (which we are), I'd suggest deleting the "Planet Class" line. It's a useless stat.

 

It's a big deal, because there are plenty of Tourism and Trade modifiers from colonization events that disappear otherwise (i.e. they are never shown again), and remembering which planet had them among your 50+ planets isn't practical.

Reply #7 Top

Quoting Larsenex, reply 5

That is correct pretty cool if we can get pirates to raid those. They at least need to be more mobile. Back at launch they would move across the galaxy to harass you but they 'fixed' that as it caused turn timer slow downs. Now they rarely move far from the shipyard. 

I definitely would like more active and mobile pirates.

That said, I'd prefer that they don't randomly roam around the map, and generally stay within a certain action radius (say 25 hexes) of their shipyard.  Pirates are always a "quick in and out" kind of folks, which means they want to be able to flee back to their home easily.

So, while it would nice if their shipyards moved around (and, hey, why not have those shipyard defenses improve throughout the game), I don't want pirates roaming free through my empire a hundred hexes from any home base.

I'd like to have them recognize where trade routes are, and move their shipyards to within their action radius, though. Same goes for mining colonies.

Last thought:  maybe it would be nice for them to raid starbases, too, particularly ones not close to any planet?

Reply #8 Top

I agree with Trims on both points.

We need breakdowns of how Tourism is calculated and also a better information screen on trade. It would be nice to see a horizontal aligned window with trade so you can see what modifiers are affecting your routes. 

 

Yes, Pirates should be anchored to their base, their movement should scale based on the galaxies 'average' age, thus if over half of the galaxy is in age of war then pirates should move as if they had 1 or 2 warp engines in each ship (just an idea). 

Reply #9 Top

Didn't think of the movement issue.

How about a base move of 2, and a flat +1 movement bonus for every full 100 turns that have elapsed?  So, 409 turns in, all pirate ships should be moving at a speed of 5?

Reply #10 Top

Quoting trims2u, reply 9

Didn't think of the movement issue.

How about a base move of 2, and a flat +1 movement bonus for every full 100 turns that have elapsed?  So, 409 turns in, all pirate ships should be moving at a speed of 5?

that seems quite a bit on the low side by 400 turns I would expect them to have a move count between 15-25