While the amount of micro is greatly reduced it would be nice to set policies for your worlds. On rich manufacture worlds I'd like to have only factories while others make better for research worlds, so it would be nice to set a policy for the auto builder, perhaps a ratio factories against labs.
Especially when you burned through the tech tree, which happened rather fast for me, it is only logical to scrap all labs and replace them.
Generally a policy what the purpose of a world is which changes the build order would be nice, like money/research/construction
Colony management
Re: Colony management
Automation is something that we'll look into (time perimitting) when the features are in a more finalized state. There are still features that we'd like to add to colony management.
- Sziklamester
- Posts: 20
- Joined: Mon Mar 30, 2015 5:24 pm
- Location: Budapest
Re: Colony management
As features to colony management.
1. Some opinions and popular movements in each colony.
2. A common happyness bar which could be messed up if on the planet have a hostile race or more hostile races or you increase the taxes so high.
3. Quene lists to build more structures and ships.
4. complicated but material management or just add some more extra materials for use. I mean like in moo2 some gold/uranium/diamond deposits etc.
(this is not necessary needs)
5. Different types of buildings, now currently we can build factories and labs but there is a lot more building which could affect on research/production/population/growth rate/rescources.
6. Android workers with option to rebel if they feel they don't need us anymore. / more rebelions and moves to independences, merging new "minor civs"
7. Diagrams to see how our colony improving and what parts should be improved.
8. Terraforming + moons with terraforming option if enough good in size.
Other ideas now on the other topics.
1. Some opinions and popular movements in each colony.
2. A common happyness bar which could be messed up if on the planet have a hostile race or more hostile races or you increase the taxes so high.
3. Quene lists to build more structures and ships.
4. complicated but material management or just add some more extra materials for use. I mean like in moo2 some gold/uranium/diamond deposits etc.
(this is not necessary needs)
5. Different types of buildings, now currently we can build factories and labs but there is a lot more building which could affect on research/production/population/growth rate/rescources.
6. Android workers with option to rebel if they feel they don't need us anymore. / more rebelions and moves to independences, merging new "minor civs"
7. Diagrams to see how our colony improving and what parts should be improved.
8. Terraforming + moons with terraforming option if enough good in size.
Other ideas now on the other topics.