First off, GREAT GAME. Second, here are a few suggestions Fleets: - Make fleets only available to capital ships, afterall, thats what they are for, to command other ships in battle. - Make control groups (ctrl-x) on fleets mark all ships in the fleet, not just the ships that are now. if a ship leaves the fleet it leaves the control goup and if a new ship enters the fleet it is added to the control group. - Make fleet presets (group jump, atack radius) global, i
Hugo.Caeiro
Any of you guys knows the complete stats for all the colonizable planets, for example Terran Home - Logistics Slots: 10->14->16 Tactical Slots: 12->16->18 Population: 3000->4000->5000 Health: xxx->xxx->xxx Desert Ice volcanic . . . Just a simple list with what each planet beggings with and the levels thanks
Almost every one knows that the Social Production Model isn't very functional, but in fairness to the developers it makes some kind of sense, so I have an idea to decrease the amount of money that is lost every turn, it goes like this: Create a credit system, witch is, basicly, the surplus of money spent on social production that isn't used to produce something, this surplus would go to a pool of credit, witch would be available on the next turn, and WOULDN'T be cumulative (this credi