
Once I tried a Custom game (where you can indeed adjust the pirates), things were somewhat better. I had most things on auto and/or suggest (except for research). It wasn't long before the pirate spam was replaced by something else. Hey, build these ships... a few seconds later... build these ships!... and just a few seconds later... we know you haven't encountered ANYTHING yet, but you really should build these ships! I soon grew to hate the ship suggestion popup, so I turned ship building to manual... and promptly lost the suggestion thing I was using most... the refit popup. [:@] Why are these two tied to the same AI flag? Please separate them! Unless of course there is a screen somewhere that I have not found where I can do the equivalent of "upgrade everything".
Other observations...
Civilian ships seem to be a colossal waste of time and resources both playing wise and performance wise. They're simply auto-obliterated when a military ship encounters them. They clog up the construction queue endlessly. I'm not sure why this isn't abstracted out to some sort of "trade route" system. Sure, it's more realistic, but I don't see a lot of gain for the added aggravation. I suppose you could assign escorts to them, but that would just clog up an already overwhelmed ship yard, and really pile on the "stuff on screen" issues. Fading isn't enough... I'd prefer to make civilian ships invisible so I can ignore them both visually and mentally.
Ship sizes seem superfluous. Why build an escort when you can build a destroyer? I don't see any advantage to smaller ships at all. Once you can make a bigger ship, build the bigger ship, and then the bigger one after that. A fleet of cruisers is always going to be better than a fleet of mixed hull sizes. Sure, smaller ships are cheaper, but you can only build so many ships at a yard, and they'll die faster, meaning your yard will continually be churning out fodder... and did I mention the civilian ship congestion? Add to that the refit congestion and before long, I stopped building anything except my largest military ship. This does not apply to fighters... fighters seem to be particularly awesome at colony defense, though I have not gotten to the point where I can build Carriers yet.
Construction AI seems to prioritize distance over needed resource, and it should be the opposite. I am not 100% sure of this though... too many distractions in this game. Also, why are stranded/disabled ships not an immediate priority for a construction ship? Next time I will simply manually control this, as well as Exploration, which also seems to be... odd. Fleet AI is even worse. I manually created a fleet of 3 destroyers and at some point later, the AI split it into two fleets, one with 2 ships and 1 with 1? *boggle*
Is there a way to view the resources needed to build something from the research screen (before I research it)? It would be nice to know what weapon tech to start toward based on your starting colony. I might prefer lasers, but if my starting resources lean toward missiles, it would be nice to know that.
Invasions seem to be very tedious. I built 10 troop ships and it took twice as long to fill them with troops as it did to build the ships. [&:] I haven't figured out how to do bombardment yet. Probably because I've only been using lasers and fighters from the weapon tech. Instructing my laser wielding cruiser fleet to attack a planet did nothing beyond destroy the bases around it. I was working on obtaining bomber fighters... hopefully those work on invasions once I build a carrier?
It seems like there may be an enjoyable game here, but boy is it being effectively hidden by the tutorials, default settings and other stuff you point a new player toward.