Arioch wrote:The problem with always using the faction's primary race is that it can deplete the planet of that race, sometimes leading to morale problems, especially in the early game. Another option is to have a distinct colony ship build option in the build menu for each available race, but this can really clutter up the build menu on planets where you have a lot of different races.
user12334 wrote:Arioch wrote:The problem with always using the faction's primary race is that it can deplete the planet of that race, sometimes leading to morale problems, especially in the early game. Another option is to have a distinct colony ship build option in the build menu for each available race, but this can really clutter up the build menu on planets where you have a lot of different races.
I suppose it should not be hard to add an option (in settings) to keep colony ships empty by default.
zolobolo wrote:I was thinking in something along the lines of below image: Clicking on a specific faction icon within the colony ship button would automatically assign that pop, while clicking on the colony ship button itself would link into current behaviour
Obviously it would be the most convenient way for the player to chose the intended colonists withouth blowing up the ship selection screen but it does come with inherited limitations:
1. Technical: if sub-areas can be defined within an existing button to begin with withouth having to redesign the GUI. Maybe as overlapping links that have their own area above the default area of the button?
2. Amount of space avaialble is limited: I could easily find a still manageable size for mouse pointers that enable the fitting off all mayjor races and native races that can colonise in the bottom two (max three) rows. It must be noted though that the third row could be exploded if slave vairants come into play. If the concept would be utilized, it would be necessary to exlude slaves from the selection list even if the probablity of any player having a single planet with at least 1M pop of all major races + native races that can colonise is quite low. Not counting any additional races and variations that might crop up in DLC
3. Superpositioning: the icon width of various races is not standardised (height seems to be) and thus calculation of when to start the second or third raw could be tricky
Considering the limitation, a pop-up for colonists selection would probabyl be more feasable but it is a trade-off for more clicks - it could of course be deactivated if only a single type of pop is avaialble for sleection, but this is almost never the case from mid-game onward
Arioch wrote:The problem with always using the faction's primary race is that it can deplete the planet of that race, sometimes leading to morale problems, especially in the early game. Another option is to have a distinct colony ship build option in the build menu for each available race, but this can really clutter up the build menu on planets where you have a lot of different races.
harpy eagle wrote:Arioch wrote:The problem with always using the faction's primary race is that it can deplete the planet of that race, sometimes leading to morale problems, especially in the early game. Another option is to have a distinct colony ship build option in the build menu for each available race, but this can really clutter up the build menu on planets where you have a lot of different races.
Couldn't they be made to just function like transports? Then you could load them with whichever pop you like.
To keep the process streamlined for the player you could have the colony ships auto-load a pop when built (imitating the current behavior), while allowing the player to swap out the carried pop if they like.
Then when founding a colony the ship could just use whatever pop is being carried.
And it would be easy to implement since you'd be able to leverage the existing mechanics and UI for loading/disembarking pops from ships.
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