A few more things(Ideology,shipyard,colony ships and govern)

Posted on Steam too!

 

 

IT seem that we can exploit the Ideology by destroying an improvement and gaining the points again.BY rebuilding said improvement. I had the first and third Ideology researched and was able to get the second Ideology by this exploit.
ALSO after researching all techs the shipyard would crash. when I tried to use it. I also saw a not in the Alpha module on the starbases too.(Gravity Field Generator)
WOULD it be helpful to have the govern launch colony ships with a way to tell him/her how many you want on the ship??? building a ship every turn and launching it with 2.5 mil or bil depletes the population fast,.... where as .5 or .6 at least evens it out,...maybe the govern could tell the ship to launch with so many people???.( If not a slider maybe by percent 25%,50%,75% and 100% )Also maybe the govern could target the next
available Planet?  Just thinking out load.,... maybe I shouldn`t!!

 

Thanks!!

 

Nasty!

 

 

3,076 views 5 replies
Reply #1 Top

EDITED maybe it makes more sense now,... I hope bad day that day sorry all.

 

 

Nasty!

Reply #2 Top

maybe the govern could tell the ship to launch with so many people???.
End of quote

I am confused by your OP in that governors don't launch ships, you have to do it manually. When you do you get a dialogue box  labelled "Load Ship" which does exactly what you are talking about. It has a slider where you can load your ship with anywhere to .5 bil your colony ship's max capacity.

Also maybe the govern could target the next available Planet?
End of quote

Target it for what? For population once your planet building colony ships is depleted?

 

Well, I guess this is all going to change with the new shipyards anyway. I'm still not sure how they are handling colony ships and freighters.

Reply #3 Top

in GC 2 there is a auto launch so the ships can still be build and not fill up the space port and the planet stop building them the govern would tell the planets which ships to build and which one of the 4 point to launch be it colony ship fighter ship or constructor ship. you just edit a colony ship with a max number and the colony ship would launch with the max you edited the ship to carry. the you send the ship to an un-colonize planet.

If the govern was told how many people to send on a colony ship.Then there would be no need to edit or design 6,7, or 8 colony ships with different max to carry.Also if the govern told the colony ship to go to the next best class un-coloize planet. This might help with the micro management. I would think that colony and freighter ship would still be build on planet side??? but you got a point. Un less the planet building said colony ship in the space port show it launch with said max population then the above statement would still kind of work. I guess till we see what we have this will have to wait.

On the space port,.. The Planet the ask for a ship to be build would get the credit for it.

 

 

 

 

 

 

Reply #4 Top

Re OP:

Sign me up for an "Auto Colonise Nearest Habitable Planet" order.  Perhaps with a setting (quality must be greater than 4 or 8 or whatever)

Or an "Auto transfer population between planets" order.  This order would allow for the reuse of the colony vessel.  Perhaps you could set up a route where it picks from your home planet, delivers 2m colony a, 2m to colony b and then returns home for more.

Reply #5 Top

Click on a non-colonised planet, see pop-up listing all your owned planets and ships, display owned shipyards if planet chosen - including its (or their) build queues - manage queue - then choose a population.

Would still need manual control if you wanted to syphon off population from multiple planets though an interface on the colony ship to choose and arrange planets in order and specify populations to retrieve would be interesting.