Wow, addictive game! I've got a list, and if these items were mentioned before, I'd like to add my vote to their requests. Mind you, these are all requests, so please add a 'Please!' on the end of each :D 1) More races to come up against, or, different splinters/factions (other than political parties) of the races we have. 2) Different AI tendencies for each race based on alignment or splinter group. 3) More ship types! :) 4) Flesh out the Techs a little mor
agillious
My turn! Gotta chime in while the landscape is neato! UI Tweaks: 1) Drop down lists for all sortables, please 2) 'Cost' sortable on governor management screen and social build list 3) 'Role' sortable on military build list for differentiating non-combantant ships from fighting ships 4) Option in planet list to see habitable, un-colonised, explored planets. 5) Military Summary screen to replace or compliment current ship list... possibly with
Hiya. First time on the suggestions page, and given the number of suggestions preceeding this one, please forgive any kind of retread of ideas. In no particular order: A) I want to know more about the game setting. I'd love to have more story driven events... perhaps planetary revolts that begin five events earlier by signifying that one particular political power has had a strangle hold on a system, and the fervor is spreading... or rather a five event story arc that detail
Stopped in again to add some more thoughts on the more popular threads in this discussion... 1) Diminishing returns: Makes good sense in the head, not sure if it will make for fun playing, that remains to be seen. But most importantly, I like that this is an _economic_ model for limiting the spamming of sectors for productive gains (social spending, military spending, and culture). It doesn't really address limits on the number of deep space stations, however. I don't have an answer
Allright... I've been going over the posts and washing ideas around in my head. As I think we all are... and here's what I got so far: (Always trying to keep in mind what the best/simplest way to implement) 1) I still think Diminishing Returns (DR) would help balance out a Star Base game... the only issue with DR is the limiting of effectiveness of constructors at a later stage because it lessens the value of the spent credits near the end of the game, until an alternative be
Heh, something I forgot... The idea of building as many starbases in a sector a possible, with each Star Base module stacking seems counter-intuitive to me, based on modern economics. There is a reason why McDonalds won't license a franchise within a certain geographical limit (usually its within a mile of each other in urban settings, but I've seen exceptions). Car dealerships are the same... you can't have two dealerships of the same make of car in the same general area, o
All right, my turn to chime in on this. After reading the suggestions, and understanding (as much as anyone can) the situation of star base overload I'd like to propose the following adjustments to Starbases: 1) Star base cap of max 3 per system, based on star quality. Here's the justification... Perhaps in sectors with multiple stars (or with different types of stars even...), gravitational forces make the prospect of building a stationary Star Base physically impossible, or at least