I think that the different races should react to war in different ways. Warlike Malevolent races should perhaps enjoy war (think Klingon) but, it should still have an economic and political impact. It should hurt technological advancement, cut back on Civil liberties and generally hurt them because war is expensive in terms of man, money and resources. Pragmatic races would probably want trade rather than war, or would want to sell to parties who are at war... bu
Axor
I think the specializations do have merit as it makes a player focus on certain choices. But, I also think the other options should be researchable at some point, perhaps at a slower rate or at more cost. Think about it, why must I choose to have a faster, longer range, or more space option for my ship? Why would I not choose all 3? What navy would not want to pursue all 3 options? Now some of the options I could see would be mutually exclusive such as the World
It would be logical for overflow production to transfer to the next available ship, structure ect. It would also be logical for research to work the same way.
I concur with that repairs need to be looked at. I would suggest that repair ships should be buildable and that repair modules need to be additions that can be added to shipyards and to starbases to increase repair speed. Otherwise, after a battle, you can have a fleet crippled by damage for 100 turns.
They have to implement things such as this for diplomacy or diplomacy is meaningless. Borders need to be respected. Right now, they have done nearly nothing with Diplomacy other than tech trading - which is something we turn off because it is game unbalancing. There need to be many Diplomatic options with the ability to break and form treaties and that allow the players and NPCS to interact. Remember guys, there will be add-ons that will add a lot of conte
As has already been said well here, the Constructor system is a bit awkward and seems to be clunky and could use some work. Like many here, I like the idea of Starbases using manufacturing capacity in the same manner as Shipyards. The player must also be able to choose where to deploy their Starbases. How to implement the upgrades and facilitate and streamline game play is going to take some serious consideration.
I concur, we are seeing the same problem in our Multiplayer game. Influence is scaling and compounding obscenely.
This information is extremely helpful as it gives the players some idea of the relative usefulness of weapon techs! Thanks.
An idea we had for Treaties is give us some options for how long they last, with increasing penalties for breaking them. The shorter the treaty, the stiffer the penalties for breaking it early. Also, each time someone breaks a Treaty, the penalties become more severe. This will discourage breaking treaties and encourage players to honor their commitments. The AI of each race should also reflect their willingness to negotiate versus their despicable natures so that less honora
Same here, in Multi-player Ideology is completely disabled and in Single Player it works normally.