Just making suggestions in the suggestion thread, that last bit about surely you know how to do this is dripping with unnecessary condescension.rxnnxs wrote: Fri Mar 18, 2022 11:45 pmMaybe the answer above did not suit your needs to 100%. 100% fitting would be a note and a table where all your notes are stored. Or in the galaxy view a sign inside the badge or besides it, showing which planets/system has a note. Would be awesome!3asytarg3t wrote: Fri Mar 18, 2022 11:17 pm Maybe this is somewhere and I missed it and if so let me know where and how to make this happen.
When I come across stuff scouting I want to return to I'd like to pin a note or flag on that planet as a reminder.
Example: in my current campaign I've just discovered a planet with a research bonus. so naturally I want to build a research station there and get a scientist on board taking advantage of it.
Trouble is there's a Gravillex hanging about so that needs to be removed first so I can't just fire and forget telling a constructor to go build this I first need to remove the Gravillex.
Meanwhile many other things will come up between now and when I get back to this, including such mundane things as me saving and making some dinner.
When I come back to it maybe I'll remember all this needs doing, more likely I won't. But if I put a pin it on the map as a reminder, well, then I'll remember.![]()
But there is another workaround:
If you have something you want to revisit later, lay it on your hotkey 0-9.
This works also with planets. So when you have a priority planet that you want to revisit later, lay it on 1 (CTRL+1 to set, surely you know how to do that).
Suggestion Thread
Moderator: MOD_DW2
- 3asytarg3t
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Re: Suggestion Thread
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Re: Suggestion Thread
Add button 'Survey' for unexplored planets.
Re: Suggestion Thread
I'd suggest reworking a bit how your population feels about being attacked by another empire. Now, it gives a huge boost to everyone's happiness on your colonies, resulting in an income boost that is good when you are evenly matched with your opponent I guess, being the defender and all. But I feel like it's not diminishing with time, and since the empire attacking me is weaker, he's on the defensive, so I'm encouraged to stay at war for as long as possible, and I don't feel like it's intended.
Here is a screenshot, and I'm pretty sure it started at +6 happiness, and it's now +9, resulting in massive income bonus for me...
Here is a screenshot, and I'm pretty sure it started at +6 happiness, and it's now +9, resulting in massive income bonus for me...
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Re: Suggestion Thread
Please add some sort of progress bar or timer for exploration level on the planet tab.
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Re: Suggestion Thread
Fighter Upgrades should be done via repair not by destroying and rebuilding all fighters.
Re: Suggestion Thread
Or at least they should replace 1-2 at a time, rather then throwing out the entire airwing.Dampfnudel wrote: Sat Mar 19, 2022 9:40 pm Fighter Upgrades should be done via repair not by destroying and rebuilding all fighters.
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Re: Suggestion Thread
We need a "blockade" button next to the attack button in the enemy target screen:
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Re: Suggestion Thread
And they should not do that while being in combat lmaozgrssd wrote: Sat Mar 19, 2022 10:12 pmOr at least they should replace 1-2 at a time, rather then throwing out the entire airwing.Dampfnudel wrote: Sat Mar 19, 2022 9:40 pm Fighter Upgrades should be done via repair not by destroying and rebuilding all fighters.
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Re: Suggestion Thread
HARDCODED colonize distance
HARDCODED colonize distance
HARDCODED colonize distance
should be replaced with a dynamic one !
As I don't like that planet grabbing "everywhere" in the whole galaxy at the start, I prefer to choose a short distance . like 100 ... so the civs have to use planets around them ... but as it is random, many time there is none , so you are f...
Even when it is only 10m more, no chance
THAT FEELS WRONG and has no logic ... special when you develop better and better techs, that value should not be hardcoded at the start of the game , but should develop and increase with techs ,
simple solution,
just take the developed Hyper Jump distance as actual colonize range !
or implement an own technology line for it !
HARDCODED colonize distance
HARDCODED colonize distance
should be replaced with a dynamic one !
As I don't like that planet grabbing "everywhere" in the whole galaxy at the start, I prefer to choose a short distance . like 100 ... so the civs have to use planets around them ... but as it is random, many time there is none , so you are f...
Even when it is only 10m more, no chance
THAT FEELS WRONG and has no logic ... special when you develop better and better techs, that value should not be hardcoded at the start of the game , but should develop and increase with techs ,
simple solution,
just take the developed Hyper Jump distance as actual colonize range !
or implement an own technology line for it !
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- Joined: Fri Mar 18, 2022 8:43 pm
Re: Suggestion Thread
BUILD TO FLEET
Construction 》 Build Orders list. Please add option to select a target fleet or new fleet or no fleet. Prioritise construction close to the target fleet.
PREFIX ASTEROIDS WITH SYSTEM NAME IN LISTS
When reviewing prospective mining sites, please prefix the asteroid names with a system name, or use a convention similar to planet names. This way it will be possible to see which asteroids are grouped together.
FLEET COMPOSITION / TEMPLATES
Please separate 'Role' into Hull and Design. Allow for multiple designs for the same hull. When retrofitting, select target design with the same name prefix, not just latest random design. I dont want my Point Defense ships retrofitted into bombard ships, OR my Spy Ships retrofitted into Explorers.
COORDINATED HYPER JUMPS FOR FLEETS
Please make it so fleets fly/arrive in more coordinated fashion. Having ships randomly arrive to be slaughtered in detail is painful. Fleets should assemble (to 80% strength?) And jump in unison with a fleet speed linked to the slowest ship.
TANKERS
I might be missing something, or need to experiment more, but fuel tankers in my fleets dont behave the way I expect them to.
FLEET MANAGEMENT
Individual ship list should be filterable by fleet name. So I can select a fleet then manage things like retrofit using multi select. Or reassign multiple ships to another fleet.
IDLE SHIP COUNTER / INDICATOR
Permanent 'Notidication' or indicator showing number or list of idle Explorers or Constructors. Going back to manually check this lists every few minutes is irritating.
EXPLORATION PRIORITY
Auto Explore soon has my explorers heading all over the galaxy while there are unexplored systems/locations within my local territory. Instead of manually moving explorers or trying to fight with non existent order queues, can we please just add unexplored or partially explored systems to a priority list so that automatic explorers will go back to investigate them?
FLEET CONSTRUCTOR?
Question as much as suggestion. Is it possible to add a constructor to a fleet so that it will do mobile repairs to ships in the fleet?
DETACHED SHIPS
Include settings on a fleet to detach ships for purpose of repair or retrofit. Ref Hearts of Iron Fleets. This will allow the fleet to continue operations as a unit, while some ships are detached for repair/refit. Better than returning the entire fleet to a base for repairs when only some are damaged.
Construction 》 Build Orders list. Please add option to select a target fleet or new fleet or no fleet. Prioritise construction close to the target fleet.
PREFIX ASTEROIDS WITH SYSTEM NAME IN LISTS
When reviewing prospective mining sites, please prefix the asteroid names with a system name, or use a convention similar to planet names. This way it will be possible to see which asteroids are grouped together.
FLEET COMPOSITION / TEMPLATES
Please separate 'Role' into Hull and Design. Allow for multiple designs for the same hull. When retrofitting, select target design with the same name prefix, not just latest random design. I dont want my Point Defense ships retrofitted into bombard ships, OR my Spy Ships retrofitted into Explorers.
COORDINATED HYPER JUMPS FOR FLEETS
Please make it so fleets fly/arrive in more coordinated fashion. Having ships randomly arrive to be slaughtered in detail is painful. Fleets should assemble (to 80% strength?) And jump in unison with a fleet speed linked to the slowest ship.
TANKERS
I might be missing something, or need to experiment more, but fuel tankers in my fleets dont behave the way I expect them to.
FLEET MANAGEMENT
Individual ship list should be filterable by fleet name. So I can select a fleet then manage things like retrofit using multi select. Or reassign multiple ships to another fleet.
IDLE SHIP COUNTER / INDICATOR
Permanent 'Notidication' or indicator showing number or list of idle Explorers or Constructors. Going back to manually check this lists every few minutes is irritating.
EXPLORATION PRIORITY
Auto Explore soon has my explorers heading all over the galaxy while there are unexplored systems/locations within my local territory. Instead of manually moving explorers or trying to fight with non existent order queues, can we please just add unexplored or partially explored systems to a priority list so that automatic explorers will go back to investigate them?
FLEET CONSTRUCTOR?
Question as much as suggestion. Is it possible to add a constructor to a fleet so that it will do mobile repairs to ships in the fleet?
DETACHED SHIPS
Include settings on a fleet to detach ships for purpose of repair or retrofit. Ref Hearts of Iron Fleets. This will allow the fleet to continue operations as a unit, while some ships are detached for repair/refit. Better than returning the entire fleet to a base for repairs when only some are damaged.
Last edited by MichaelJ007 on Sun Mar 20, 2022 2:21 am, edited 1 time in total.
Re: Suggestion Thread
better yet, add a bunch of the options you get from the right click menu there, and make the icons smaller. many people didn't know that menu existed for the longest timeDampfnudel wrote: Sat Mar 19, 2022 10:47 pm We need a "blockade" button next to the attack button in the enemy target screen:
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Re: Suggestion Thread
Probably already mentioned but the game editor needs an overhaul, in DWU you could edit many things, for example would be nice to add new empires, so far can only add independent or current empire colonies, also not able to change system names as renaming star does not change it this time around and many other options missing (more editing options for current empires etc)
Re: Suggestion Thread
Planetary Support Base
Spaceports have functions beyond being a Shipyard - Medical Center, Recreation Center, Docking, Commerce Module, Research Lab, Long Range Sensor, Weapons platform.
Even if I do not want or need a Shipyard at a planet - I always want those functions!
It would be nice if there was a "Planetary Support Base". A station you put into orbit that provides all this support, but no shipbuilding.
It should be easier to build:
Cheap and quick to build.
Ideally the colonizer carries the materials for building it. Or is recycelled into it.
Alterantively, maybe Construciton Ships can create it thus the colony has no need for it?
It should also be possible to upgrade it into a proper Spaceport, if the planet gets big enough.
Exploration Base
While you can place mining stations to explore, this feels somewhat wrong.
Also I am very uncertain if the mining stations scrap if there explored all and there are no resources.
For that reason, a decicated "Exploration Base" would be nice. Something simple designed just for exploring the planet without colonizing it.
Make it slow - slower then even 1M population. As long as it is there.
Spaceports have functions beyond being a Shipyard - Medical Center, Recreation Center, Docking, Commerce Module, Research Lab, Long Range Sensor, Weapons platform.
Even if I do not want or need a Shipyard at a planet - I always want those functions!
It would be nice if there was a "Planetary Support Base". A station you put into orbit that provides all this support, but no shipbuilding.
It should be easier to build:
Cheap and quick to build.
Ideally the colonizer carries the materials for building it. Or is recycelled into it.
Alterantively, maybe Construciton Ships can create it thus the colony has no need for it?
It should also be possible to upgrade it into a proper Spaceport, if the planet gets big enough.
Exploration Base
While you can place mining stations to explore, this feels somewhat wrong.
Also I am very uncertain if the mining stations scrap if there explored all and there are no resources.
For that reason, a decicated "Exploration Base" would be nice. Something simple designed just for exploring the planet without colonizing it.
Make it slow - slower then even 1M population. As long as it is there.
Re: Suggestion Thread
Love the game! But I do have some suggestions.
1. Could we have a UI option to change ctl-right-click to a simple right click? I rarely right-click, but I ctl-right-click all the time. The more frequent action should require fewer keypresses. (Asking for my hands, which tire easily. In the meantime, I'm trying to make an Autohotkeys script to handle ctl-RMB.)
2. I suggest toning down the effectiveness of bombardment against ground troops. Troops should deteriorate but shouldn't be completely wiped out. Bombardment is devastating, but it doesn't typically kill 100% of an enemy force. I know bombardment has a reputation cost, but it still seems too easy, especially in the early game.
3. Like others, I also suggest making tech-stealing more difficult. I have a 94% chance to steal low-level tech. That seems way too high. And I'm not sure pirates should be such a juicy intel target. Wouldn't a pirate base be harder to infiltrate than a huge empire, where one has diplomatic cover etc?
1. Could we have a UI option to change ctl-right-click to a simple right click? I rarely right-click, but I ctl-right-click all the time. The more frequent action should require fewer keypresses. (Asking for my hands, which tire easily. In the meantime, I'm trying to make an Autohotkeys script to handle ctl-RMB.)
2. I suggest toning down the effectiveness of bombardment against ground troops. Troops should deteriorate but shouldn't be completely wiped out. Bombardment is devastating, but it doesn't typically kill 100% of an enemy force. I know bombardment has a reputation cost, but it still seems too easy, especially in the early game.
3. Like others, I also suggest making tech-stealing more difficult. I have a 94% chance to steal low-level tech. That seems way too high. And I'm not sure pirates should be such a juicy intel target. Wouldn't a pirate base be harder to infiltrate than a huge empire, where one has diplomatic cover etc?

Re: Suggestion Thread
Allow us to Build Fleets from the Spaceport Menu or even better - via the Global map.
The options in the Fleet menu will be quickly overrun.
The options in the Fleet menu will be quickly overrun.
- WingedIncubus
- Posts: 566
- Joined: Wed Oct 03, 2007 2:17 am
Re: Suggestion Thread
That increased population and colonized planets adds demand for more Luxury goods.
Bases should also have constant demand for strategic goods for maintenance. More bases means more need to supply these resource that, otherwise, sit there and do nothing.
Civilian supply and demand for all resources, including planets. This should be fueling development.
Bases should also have constant demand for strategic goods for maintenance. More bases means more need to supply these resource that, otherwise, sit there and do nothing.
Civilian supply and demand for all resources, including planets. This should be fueling development.
Re: Suggestion Thread
Storage Limits for Luxury Resources are already based on "Population in Millions/5".WingedIncubus wrote: Sun Mar 20, 2022 10:16 pm That increased population and colonized planets adds demand for more Luxury goods.
Bases should also have constant demand for strategic goods for maintenance. More bases means more need to supply these resource that, otherwise, sit there and do nothing.
Civilian supply and demand for all resources, including planets. This should be fueling development.
So it is save to asume that there is a increased demand.
In DW1, the Abundance or rarity of building resources decided the Building and thus Upkeep costs for stations and ships.
And according to the Galactopedia this works the same in DW1. I am not sure if the resources are consumed. And if, from where.
The last part is kinda what the Civilian Ship Building and Colony Resources already do.
- Emperor0Akim
- Posts: 295
- Joined: Tue Apr 19, 2016 2:12 pm
- Location: Germany
Re: Suggestion Thread
Dragging the view with RMB like in DWU.
It can be toggled off from LMB for group select, but there is no option to map it somewhere else
It can be toggled off from LMB for group select, but there is no option to map it somewhere else
Constant DW2 Wishlist :
Sort build locations by Solar System
Cycle Idle Ships
ETA for Ships and Fleets
Messages for finished Ship Missions
Messages for Character Promotion ( Skills / Traits )
Sort build locations by Solar System
Cycle Idle Ships
ETA for Ships and Fleets
Messages for finished Ship Missions
Messages for Character Promotion ( Skills / Traits )
- WingedIncubus
- Posts: 566
- Joined: Wed Oct 03, 2007 2:17 am
Re: Suggestion Thread
Well then these should be tweaked, because the resources are quite abundant that they hardly ever become an issue.zgrssd wrote: Sun Mar 20, 2022 10:49 pmStorage Limits for Luxury Resources are already based on "Population in Millions/5".WingedIncubus wrote: Sun Mar 20, 2022 10:16 pm That increased population and colonized planets adds demand for more Luxury goods.
Bases should also have constant demand for strategic goods for maintenance. More bases means more need to supply these resource that, otherwise, sit there and do nothing.
Civilian supply and demand for all resources, including planets. This should be fueling development.
So it is save to asume that there is a increased demand.
In DW1, the Abundance or rarity of building resources decided the Building and thus Upkeep costs for stations and ships.
And according to the Galactopedia this works the same in DW1. I am not sure if the resources are consumed. And if, from where.
The last part is kinda what the Civilian Ship Building and Colony Resources already do.