Micromanagement and ideology

So a lot of the game is micromanagement right now. It's pretty well know across the forums. It makes the game very tedious at times trying to keep up with everything that's going on in my empire. For example, I have dozens of fleets and I don't know exactly where they are, I don't know what they're doing, etc. Unless I find and look at them. What would make this really easy to deal with is if instead of the ship menu including all ships, it includes single ships and fleets, that also show the logistical statistic of the fleet. Clucking the fleet would bring you to it where you can look and see the ship comp. But most importantly is upgrading. I love love love designing my own badass ships. But it's a bitch to have to upgrade them. So in the ship designer there needs to be an upgrade button which can replace all outdated modules. This may cause mass issues, so make it so that a ship can't be saved/used if over capacity. And then, a universal upgrade button should be put in place to upgrade ships already constructed. Most importantly this upgrade butbutton shouldn't force me to disband my fleets and then regroup for upgrades. As for ideology, I have too many ideology points and naught to do with them. I can only be so pragmatic you know.

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Yeah, micromanagement is a pain right now. I wrote a post on it back in Beta 3.
https://forums.galciv3.com/460587/page/1/#3518071

As for upgrading ships, I would like it if implemented a blueprint system. A system that allows you to not so much design and place every part on ship, but rather pick a set of rules and design philosophy that guides how a class of ship is built. Kinda like how the AI ship designer will design ships for you right now, like how survey ships are medium hulls with a survey module, how transports ships are cargo hulls with transport modules, or how a laser attack ship will use both lasers and shields.

Edit: Perhaps "ship class" would be a better name for it.