Hi all. Here are some issues ive seen and features I would like.
UI
PLANETARY SCREEN
I cant seem to find the total growth for a planet anywhere on the planet screen.
Raw production is missing
Approval numbers does not add up correctly (Ive seen others having the same problem)
In the window presenting the total production. I would love to see a breakdown into what goes into planetary production and what amount is sent away to the shipyards
The raw production does not make any sense to me. Sometimes it seems to be 1xpopulation and sometimes another multiplicative factor.
TECH TREE
I find the wrench-symbol in the tech-tree and other places being used inconsistently. Sometimes it represents influence or soldiering or something else whereas other "abilities" such as growth and speed have their own symbol.
I also find the symbol representing "next tech" a bit unintuitive. Right now its three little boxes which rather leads me to think of trade or something
STARBASES
I find the presentation of the actual production the starbase uses a bit hard to penetrate. In the info card it sais the actual production. But when hovering over the starbase the pop up infocard present the contributed production, not taking into account the distance penalty. It also present the total production of the planet. Not the ones actually sent to the starbase.
FEATURE I WOULD LOVE!
The one thing I really disliked about gal civ II was the constant managing of the starbases module build-up. Although already improved in this beta (I don't have to tend to a starbase every time a constructor arrives) it could be improved. I would like a way to "tie" a starbase to a shipyard. So that when a module to that starbase comes available through research the shipyard automatically adds a constructor to the build cue and when finished producing it the constructor then moves automatically to the starbase and ads the module. And off course I would not like every starbase to get every module. So when I construct a starbase I would also like to be able to chose a "production scheme", much like a planetary governor, that states which module this actual starbase will use. The production scheme should be saved between games.
For instance; I construct a starbase then choose production scheme "Economy Starbase" (or whatever I choose to call it) which states that this starbase will use all levels of production improvements, 2 levels of defense improvements and 1 level om scanner improvements (again this scheme is set up by me in the current game, or perhaps an earlier game). After that I just "tie" the starbase to a shipyard and it is fully automated.
Well this was just an idea I had for alleviating the starbase managing.
sincerely
Nemo