numbered by me for clarity.
1 20 Turn lock out on Diplomacy is a bit long. Either lower it to 12 or give us techs or ideologies to lower it. Many times I wanted to just look at the number of planets or ships the other Faction had and I was not able to do so. The lock out awesome but we need bit more happy medium. I say 10 or 12 turns.
2 Pirate Bases are a tad too strong. The high defenses (16-20-16) combined with 400 hps are overpowered till you get heavier ships in fleets mid game. Either lower the defenses or the hit points. I should be able to take a 2 or 3 medium ship fleet and beat them but they are cleaning house on 3 fleets.
3 Pirates are a pain in the arse! I love it. Lets do more with them but I know its going to be later.
The combat viewer is slightly odd. I seems too close up for me when doing cinematic view, a bit farther back and a lower angle plane seems better.
4 Diplomacy is EXCELLENT. I love the responses I am getting. Minors coming to me with a gift and others saying hey we like or hate you! The galaxy feels much more alive now, good job!
5 I want a way to upgrade my Flagship Survey-ship. Its one of a kind but I want to upgrade it somehow, can we get a tech for that?
6 The 'Uncommon setting' on planet habitability still feels like too many. I was running into class 10, 11,12 and 18 planets just a few stars away from home world. I do not know formula but it seems like just 'one planet' too many for that lower end setting.
7 No anti-matter missiles? Why?
8 Tech tree {feels} shorter, I know we are 'done' but the tech tree feels shorter with the specializations.
9 Kudos to Brad and team on making strategic resources a must have early, mid and late game. It drives me to have to do 'EVERYTHING' at once, build Colonyships, build Constructors and build military ships (against damn pirates!).
10 Where/what is the Precursor defense module? I did not see it.
11 The text for the Benevolent missionary build reads 10 points once built but our B6 notes say its 1 point per turn, which is it?
1. I think the 20 turn lock out is just about right. Stops exploits and you shouldn't be able to get all that info about AIs anyway.
2. Pirate bases were a shock at first, but they can be handled with a bit of work. I say don't nerf them. When I finally got my first one it felt GOOD.
3. Pirates are great so far, should get better. I hate it when they nail my colony ship! Dang em!
4. Agree!!
5. You just need to tech up and build your own. You found the one you have from precursor junk. One of a kind. Should be a bit of work to churn em out. Otherwise anomaly feeding is a free ride.
6. Not sure about this, not enough experience. I use common setting and that does seem a bit much.
7. I got anti matter power plants instead. Nice!!
8. Only 150 turns into gigantic, feels ok so far. But you may be right.
9. Agree 150%!!
10. Me either.
11. I should know this by inspection...but it needs to be labelled right.
Thanks for many useful comments.