I've been trying to find a way to make planets with excess production able to build multiple planetary improvements/ships in the same turn. Does anyone know how to go about doing this?
SalutatorySnacks
Schaefespeare : About the credits are worthless thing; if starbases are the only use for credits then I'd say that's fairly useless. We're talking about money here... surely money is more useful than just basic planning (pay your maintenance) and building some starbases, which aren't prohibitively expensive.&n
A quick break down of what struck me the most in my first few plays: 1. Too much micromanagement: I'd love to be able to designate "production worlds" and the like via a governor system. Likewise I'd like to be able to set "global" production allocations for each type of governor rather than just *everything* or 1 colony at a time; this should be able to differentiate between "improving" and "mature" colonies as well, seeing as there's typicall