I am observing the same behavior - AI leaving their ships after battles. Some areas are littered with dozens of ships from multiple civilizations.
Dizos
Hi. AI does not prioritize precursor relics for mining. As a result I find myself easily grabbing the majority of them throughout the early game. I use influence starbases to mine them. This creates massive territory and tourist income that makes winning too easy. I would help if AI was far more aggressive competing to mine precursor relics.
Also you can simultaneously upgrade multiple ships to a design with a unique precursor component resulting in multiple copies of what is supposed to be a one-off.
Related to this, if trading organic only techs with machine and silicon species the techs remain available for trade after successfully making the trade such that you can resell the same tech over and over again.
Thank you for the opportunity to weigh in. My requests are all management related. 1. Overhaul of zoomed out graphics. I find I really need to stare to sort out what I am looking at. Visually very difficult to find what I'm looking for as compared to Galciv II. My ship icons within other influence zones are almost invisible. Ship icons don't seem to match ship types - should have the icons scaled to hull size. Starbase types are also hard to rapidly differentiate. 2. O
+1 Research queue +1 Better and more sorting and filter options. +1 Planet centering from gov screen +1 Select constructor type and location for request tool. +1 Greater focus visibility. All those are great suggestions. I'm not sure how to quantify this, but it is difficult to visually scan a zoomed out map and find what you are looking for as compared to GalCiv2.
Didn't see updated posts. Will try new suggestions.
Thank you for the info!
I'm not seeing any benefit from mining ascension crystals or asteroids. What do ascension crystals do if not playing with the ascension victory option? Also, are the asteroids supposed to boost production as in Galciv2?
I am having the same problem. Also strange behavior with auto survey vessels stacking "under" anomaly icons.
More abstracted development units would also get around the unrealism of vast numbers (billions) of population that get piled onto transports. If the number represents population and manufactured resources that would parallel the social and material strain an invasion represents.
5. Another management thought. Being able to custom flag objects by changing their color or setting color coded dots would help immensely for locating objects you wish to remember to return to for further action or quickly identify the strategic purpose of the object. A common need is to know which fleets are fully assembled versus those that you are still building, which star bases you still wish to upgrade, or to differentiate production, economic, and research planets.
1. Would like to pan all the way out to observe the entire galaxy. Overall shape and layout is vital for strategic planning of expansion and for targeting the enemy. I miss this mini map feature from Galiv 2. 2. Would like to be able to select sets of planets, stations, docks, or ships via click-drag and cntrl-click and then be able to cycle through the subset to help with spatially explicit management such as updating builds specific to the enemy in that region. 3. Star map f