I never really have any problems with money either. I don't think I do anything special. I mostly only build mining stations on the bare minimum of construction resources. I build on all caslon. I build on most/all luxury. I don't recruit many troops until absolutely necessary, and I tend to keep my fleets small until absolutely necessary. Not uncommon for me to have +50-70k income in the early mid game, and +120 or more in the late midgame. Having billions of currency in stockpile. This is on hard difficulty. Despite keeping rather minimalistic fleets, I tend to always have the most powerful fleets via tech advantage, and the AI spending itself into a deficit by having 20-40 infantry battalions per planet.Eldaner wrote: Mon Mar 28, 2022 10:21 pmMan, how? Explain please! My militaristic empire in dare need of money mostlyDampfnudel wrote: Mon Mar 28, 2022 7:39 pm So far I have "cash researched" every single technology.
Make money more scarce or make cash research more expensive!
Suggestion Thread
Moderator: MOD_DW2
Re: Suggestion Thread
Re: Suggestion Thread
it would be nice if there would be shown somewhere who has imprisoned characters from you... i.e. spys
maybe another filter option for "your guys held as prisoner" in the prisoner tab that shows who has them?
or it listed somewhere in the diplomacy menu
maybe another filter option for "your guys held as prisoner" in the prisoner tab that shows who has them?
or it listed somewhere in the diplomacy menu
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Re: Suggestion Thread
After 100+ h playing , what I missed the most
1.) An option to reduce pop growth drastic (stupid stellaris needed 5 years to give us that option), the pops are bunnies atm
2.) Ancient technology , should only be possible to research, when you have already researched EYERYTHING in that field of technology. It ruins the complete tech tree atm
3.) FEWER SPIES and higher counterespionage buffs. That counterespionage building should have 3 upgrades
4.) Colonization distance should be the same as hyper jump range, NOT HARDCODED at the start of the game
5.) Fewer resources !!!
6.) No BUYING of research time
All this should be included as OPTIONS , when you start a game
Would really need that to enjoy my next game, atm the game has too many unbalanced things/exploits which get out of control after a short time and ruin the game fun !
1.) An option to reduce pop growth drastic (stupid stellaris needed 5 years to give us that option), the pops are bunnies atm
2.) Ancient technology , should only be possible to research, when you have already researched EYERYTHING in that field of technology. It ruins the complete tech tree atm
3.) FEWER SPIES and higher counterespionage buffs. That counterespionage building should have 3 upgrades
4.) Colonization distance should be the same as hyper jump range, NOT HARDCODED at the start of the game
5.) Fewer resources !!!
6.) No BUYING of research time
All this should be included as OPTIONS , when you start a game
Would really need that to enjoy my next game, atm the game has too many unbalanced things/exploits which get out of control after a short time and ruin the game fun !
Re: Suggestion Thread
Why would you ever want population to stop growing???FlashXAron_slith wrote: Thu Mar 31, 2022 10:32 am After 100+ h playing , what I missed the most
1.) An option to reduce pop growth drastic (stupid stellaris needed 5 years to give us that option), the pops are bunnies atm
2.) Ancient technology , should only be possible to research, when you have already researched EYERYTHING in that field of technology. It ruins the complete tech tree atm
3.) FEWER SPIES and higher counterespionage buffs. That counterespionage building should have 3 upgrades
4.) Colonization distance should be the same as hyper jump range, NOT HARDCODED at the start of the game
5.) Fewer resources !!!
6.) No BUYING of research time
All this should be included as OPTIONS , when you start a game
Would really need that to enjoy my next game, atm the game has too many unbalanced things/exploits which get out of control after a short time and ruin the game fun !
Aside from a few bugs in the formulas, more pops is always more good. It grows until you hit the cap for that species.
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- Joined: Mon May 14, 2012 6:18 am
Re: Suggestion Thread
Because the GAME IS TOO EASY with too many pops and you don't have to manage and think what to do with your worlds, when there is after a short time too much of everything ... they needed thousand of years to grow to 2 000 Mio people and in 50 years they are 21 000 Mio that is worse ...zgrssd wrote: Thu Mar 31, 2022 11:23 amWhy would you ever want population to stop growing???FlashXAron_slith wrote: Thu Mar 31, 2022 10:32 am After 100+ h playing , what I missed the most
1.) An option to reduce pop growth drastic (stupid stellaris needed 5 years to give us that option), the pops are bunnies atm
2.) Ancient technology , should only be possible to research, when you have already researched EYERYTHING in that field of technology. It ruins the complete tech tree atm
3.) FEWER SPIES and higher counterespionage buffs. That counterespionage building should have 3 upgrades
4.) Colonization distance should be the same as hyper jump range, NOT HARDCODED at the start of the game
5.) Fewer resources !!!
6.) No BUYING of research time
All this should be included as OPTIONS , when you start a game
Would really need that to enjoy my next game, atm the game has too many unbalanced things/exploits which get out of control after a short time and ruin the game fun !
Aside from a few bugs in the formulas, more pops is always more good. It grows until you hit the cap for that species.
Re: Suggestion Thread
No problem with more options for individual preferences. Just to make you aware of how population grew and is estimated to grow:FlashXAron_slith wrote: Thu Mar 31, 2022 12:37 pmBecause the GAME IS TOO EASY with too many pops and you don't have to manage and think what to do with your worlds, when there is after a short time too much of everything ... they needed thousand of years to grow to 2 000 Mio people and in 50 years they are 21 000 Mio that is worse ...zgrssd wrote: Thu Mar 31, 2022 11:23 amWhy would you ever want population to stop growing???FlashXAron_slith wrote: Thu Mar 31, 2022 10:32 am After 100+ h playing , what I missed the most
1.) An option to reduce pop growth drastic (stupid stellaris needed 5 years to give us that option), the pops are bunnies atm
[...]
All this should be included as OPTIONS , when you start a game
Would really need that to enjoy my next game, atm the game has too many unbalanced things/exploits which get out of control after a short time and ruin the game fun !
Aside from a few bugs in the formulas, more pops is always more good. It grows until you hit the cap for that species.
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Re: Suggestion Thread
pointed out, just show up the spy on a click with their last mission selected and let us decide whether we wanna change or repeat it. It would be so much more fun than it is at the moment.Thineboot wrote: Fri Mar 25, 2022 10:10 pm On Spies and Missions
[...]
... and now for something completely different...
pop down for Target Empire, Mission Type, Mission Target, Time To Complete, all generate a set ofWhichever you select there are Success Probabilities for each item of the list. Instead of having a click festival show those probabilities right next to the item. Either in front or at the end. With multiple options we shouldn't be forced into either automatic spying or more time check for a good chance than writing this whole post - for each spy every time they come back.
- Target Empire:
- Mission Type:
- Mission Target:
- Time To Complete:
[...]
[/quote]
Something like this:
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Re: Suggestion Thread
It would be very nice if I could have a setting to prevent the exploration view from being auto enabled when I select the exploration tab. The exploration view tanks my performance and I don't really have a large use for it.
Re: Suggestion Thread
Spy Filter > Skill Level - highest
Various missions ask for different skills. The highest sum of all skills isn't really helpful to find the best spy for the particular job.
Oh, and btw, are all spies unisex?
Various missions ask for different skills. The highest sum of all skills isn't really helpful to find the best spy for the particular job.
Oh, and btw, are all spies unisex?
Re: Suggestion Thread
All leaders are Unisex. A nessesary shortcut, owed to the much more detailed Character models.
They hope to get around to fix that.
Re: Suggestion Thread
Agree. Why I can't to sent a rescue mission?Lunalis wrote: Thu Mar 31, 2022 10:11 am it would be nice if there would be shown somewhere who has imprisoned characters from you... i.e. spys
maybe another filter option for "your guys held as prisoner" in the prisoner tab that shows who has them?
or it listed somewhere in the diplomacy menu
Re: Suggestion Thread
i think it would be nice if system names are always visible on the galaxy map regardless of the buttons bottom right...
or give us an option for "minimal location badges" that just shows the normal system name on the map.
like look at this screenshot: this is with location badges turned off and long range sensors on, nebulars on and state ship paths on.
you can see where ships are, where they fly to, you can see your territory, you see colonies with circles and main connections with the lines between colonies...
i have no idea why some systems have their name shown on this (i think they ion/radiation nebulars and special locations sometimes... its weird), but i feel it would be great if all explored system names would show like that there.
i would even halfway call it a bug that the gray system names arent shown all the time on the map.
this view is nice for some overview... but you dont really know what is what as it doesnt show system names.
because if i turn on location badges to basic to get names of systems shown i get this: now all system names are shown with the small gray names.. but also there are badges everywhere now blocking most of the view. the view is great to find places where you can refuel from for example... but its a bit much overlapping everywhere so you cant see ships or anything anymore.
or here the exploration mapmode... also shows the system names, but is also a bit much to keep open all the time as the badges are over everything. they show the exploration info like they should ofcoruse so that is good.
so yea, a way to show the system names would be nice. even if its a new "minimal location badges" setting that actually doesnt show the location badges... just the normal gray system names.
it feels so like a bug that it doesnt always show the system names once you have it explored.
or give us an option for "minimal location badges" that just shows the normal system name on the map.
like look at this screenshot: this is with location badges turned off and long range sensors on, nebulars on and state ship paths on.
you can see where ships are, where they fly to, you can see your territory, you see colonies with circles and main connections with the lines between colonies...
i have no idea why some systems have their name shown on this (i think they ion/radiation nebulars and special locations sometimes... its weird), but i feel it would be great if all explored system names would show like that there.
i would even halfway call it a bug that the gray system names arent shown all the time on the map.
this view is nice for some overview... but you dont really know what is what as it doesnt show system names.
because if i turn on location badges to basic to get names of systems shown i get this: now all system names are shown with the small gray names.. but also there are badges everywhere now blocking most of the view. the view is great to find places where you can refuel from for example... but its a bit much overlapping everywhere so you cant see ships or anything anymore.
or here the exploration mapmode... also shows the system names, but is also a bit much to keep open all the time as the badges are over everything. they show the exploration info like they should ofcoruse so that is good.
so yea, a way to show the system names would be nice. even if its a new "minimal location badges" setting that actually doesnt show the location badges... just the normal gray system names.
it feels so like a bug that it doesnt always show the system names once you have it explored.
Re: Suggestion Thread
Please Duplicate the Fighter Commands we got on single ships on the Fleet and multi ship selection levels.
There is only 1 model of fighter and bomber.
All of the commands regarding fighters are inherently suitable to be send to a fleet or a selection, not just a single ship.
There is only 1 model of fighter and bomber.
All of the commands regarding fighters are inherently suitable to be send to a fleet or a selection, not just a single ship.
- 100thMonkey
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Re: Suggestion Thread
Agree on the repeating. So... I also want those two.Emperor0Akim wrote: Mon Mar 28, 2022 5:59 am The suggestion forum is one of the few instances of discussion where different people repeating the same idea is a good thing![]()
I want those two as well.timd43 wrote: Mon Mar 28, 2022 1:06 am
- "Find" capability - Sometimes I know the name of a planet or system, but don't have an easy way to find it. Looking at hundreds of star systems hoping I find it is not great UX.
- Merge fleets - Need a button to allow me to take two existing fleets and combine them into one. In the mid-game I have a bunch of smaller fleets that I would like to just combine together into one big fleet, but short of disbanding and hoping the AI automation doesn't kick in and assign them to some other task before I can add them back to the desired fleet, I don't know how to do this.

- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
Re: Suggestion Thread
got a random idea with fighters... fighter formations.
we already have formations for fleets with attack/escort/picket roles.
imagine in the fleet designer menu another tab for "fighter formations" where you can set how many fighters of what type you want in what roles in a formation. i.e.:
attack formation:
-4 interceptors on escort (would guard the attack ships and attack fighters/missiles trying to attack the bombers), 4 bombers on attack (would attack the target).
picket formation:
-6 interceptors on picket (patrols between carrier and enemies and attacks enemies/missiles coming close)
escort formation:
-4 interceptors on escort (orbits closer to the carrier protecting it from fighters/missiles)
and once you have a fleet with a carrier you get a fighter button in the fleet menu and clicking that button opens a side menu (like tactics does) with a list of your created formations and you can click + - buttons to adjust the amounts you want of each formation in your fleet.
lets say your fleet has 100 fighter craft:
and you set 6 attack formations
4 picket formations
and 8 escort formations
and depending on what formation numbers you set, the game will set the carriers to build fighters to fill the formations one at a time: i.e. 1st attack, 2nd picket, 3rd escort, 4th attack, 5th picket....
maybe it could build formations weighted on how many you want. so for every picket it would build two escort formations.
this way if you dont have enough carriers to fill all set fleets, it tries to fill them up as much as it can weighted on the amount you want. i.e. maybe just 3 attack, 2 picket, 4 escort.
or if you have way more fighter capacity than you have formations than the game could just build more formations weighted on the amounts you set... i.e. 12 attack, 8 pickets, 16 escorts.
so all carriers in a fleet share their fighters and when launched they group up into the formations you set.
maybe there could even be buttons to set specific formations to "docked/undocked" in the formation designer. so you could set your attack formation to "docked" so these ones always stay docked with the carriers untill they have attack missions. and maybe you can set your escort formation to "undocked" so it always will undock when the carrier arrives at a location.
they wouldnt undock if the carrier exits from a hyperjump to do another hyperjump, but they would always undock when the carrier arrives at a destination.
undocked settings would ofcourse slowdown departures as the carrier/fleet first has to recover the undocked formations to jump. if the carrier is escaping from combat it would leave fighters behind if they cant dock fast enough so it can escape as quick as possible and would have to rebuild lost fighters after.
for stations and solo ships, maybe in the ship designer you could set how many fighters of each type you want build for this ship design.
or maybe you could even set fighter formations in the ship designer. so all carriers or stations of that design default to these set values.
ships in a fleet ignore their design settings and use fleet formations instead.
fighters set to escort would maybe also split and escorts several ships in the fleet (not just their carrier).
so if you have 8 escort formations and 6 ships in your fleet, it would use one formation to escort each ship and the other two to escort the fleet as while and support ships close to the enemy more.
and the fighters would try to stay in formation when they not actively in combat, so the 6 interceptors from the picket formaton might fly together to incoming enemy fighters, but then split up and fight together till the enemy fighters are destroyed, than they group up in the formation again to partol again.
and damaged single fighters could return to the carrier to be repaired and then once launched again regroup their formation.
and now imagine a battlestar galactica or starwars mod.
we already have formations for fleets with attack/escort/picket roles.
imagine in the fleet designer menu another tab for "fighter formations" where you can set how many fighters of what type you want in what roles in a formation. i.e.:
attack formation:
-4 interceptors on escort (would guard the attack ships and attack fighters/missiles trying to attack the bombers), 4 bombers on attack (would attack the target).
picket formation:
-6 interceptors on picket (patrols between carrier and enemies and attacks enemies/missiles coming close)
escort formation:
-4 interceptors on escort (orbits closer to the carrier protecting it from fighters/missiles)
and once you have a fleet with a carrier you get a fighter button in the fleet menu and clicking that button opens a side menu (like tactics does) with a list of your created formations and you can click + - buttons to adjust the amounts you want of each formation in your fleet.
lets say your fleet has 100 fighter craft:
and you set 6 attack formations
4 picket formations
and 8 escort formations
and depending on what formation numbers you set, the game will set the carriers to build fighters to fill the formations one at a time: i.e. 1st attack, 2nd picket, 3rd escort, 4th attack, 5th picket....
maybe it could build formations weighted on how many you want. so for every picket it would build two escort formations.
this way if you dont have enough carriers to fill all set fleets, it tries to fill them up as much as it can weighted on the amount you want. i.e. maybe just 3 attack, 2 picket, 4 escort.
or if you have way more fighter capacity than you have formations than the game could just build more formations weighted on the amounts you set... i.e. 12 attack, 8 pickets, 16 escorts.
so all carriers in a fleet share their fighters and when launched they group up into the formations you set.
maybe there could even be buttons to set specific formations to "docked/undocked" in the formation designer. so you could set your attack formation to "docked" so these ones always stay docked with the carriers untill they have attack missions. and maybe you can set your escort formation to "undocked" so it always will undock when the carrier arrives at a location.
they wouldnt undock if the carrier exits from a hyperjump to do another hyperjump, but they would always undock when the carrier arrives at a destination.
undocked settings would ofcourse slowdown departures as the carrier/fleet first has to recover the undocked formations to jump. if the carrier is escaping from combat it would leave fighters behind if they cant dock fast enough so it can escape as quick as possible and would have to rebuild lost fighters after.
for stations and solo ships, maybe in the ship designer you could set how many fighters of each type you want build for this ship design.
or maybe you could even set fighter formations in the ship designer. so all carriers or stations of that design default to these set values.
ships in a fleet ignore their design settings and use fleet formations instead.
fighters set to escort would maybe also split and escorts several ships in the fleet (not just their carrier).
so if you have 8 escort formations and 6 ships in your fleet, it would use one formation to escort each ship and the other two to escort the fleet as while and support ships close to the enemy more.
and the fighters would try to stay in formation when they not actively in combat, so the 6 interceptors from the picket formaton might fly together to incoming enemy fighters, but then split up and fight together till the enemy fighters are destroyed, than they group up in the formation again to partol again.
and damaged single fighters could return to the carrier to be repaired and then once launched again regroup their formation.
and now imagine a battlestar galactica or starwars mod.
Re: Suggestion Thread
I would propably use percentile values, like with the Army Composition. That menu might be a better basis imho.Lunalis wrote: Sat Apr 02, 2022 8:37 am got a random idea with fighters... fighter formations.
we already have formations for fleets with attack/escort/picket roles.
imagine in the fleet designer menu another tab for "fighter formations" where you can set how many fighters of what type you want in what roles in a formation. i.e.:
attack formation:
-4 interceptors on escort (would guard the attack ships and attack fighters/missiles trying to attack the bombers), 4 bombers on attack (would attack the target).
picket formation:
-6 interceptors on picket (patrols between carrier and enemies and attacks enemies/missiles coming close)
escort formation:
-4 interceptors on escort (orbits closer to the carrier protecting it from fighters/missiles)
and once you have a fleet with a carrier you get a fighter button in the fleet menu and clicking that button opens a side menu (like tactics does) with a list of your created formations and you can click + - buttons to adjust the amounts you want of each formation in your fleet.
lets say your fleet has 100 fighter craft:
and you set 6 attack formations
4 picket formations
and 8 escort formations
Totally agreed on the need for more control here.
Re: Suggestion Thread
percentages wont really work with the formations idea, as formations are kinda like how fleets work for ships.zgrssd wrote: Sat Apr 02, 2022 4:12 pm I would propably use percentile values, like with the Army Composition. That menu might be a better basis imho.
Totally agreed on the need for more control here.
formations would be way more complex than just saying "i want 80% bombers 20% fighters"

but that percentage would work as a "quick easy" method (independent from the formation idea) to set how many interceptors to bombers you want generally, and could be added to the game way easier probably.
i.e. as empire policy setting, and/or in the ship/station designer.
Re: Suggestion Thread
Can we get a "Continue Game" button on the main menu that loads the latest save?
Re: Suggestion Thread
Exploration
now:
Galaxy Map: Green | Yellow | All others
then:
Galaxy Map: Green | Blue | Yellow | All others
with
Blue = lack research to explore unexplored locations in system
or whatever color and text seems best.
Why? You see Yellow and Explorers won't accept Explore system (xyz) order without explanation. Is it a bug? Until you find no yellow target that isn't at the actual researched Survey Maximum Level.
Similar coloring when hovering over an explorable target.
now:
Galaxy Map: Green | Yellow | All others
then:
Galaxy Map: Green | Blue | Yellow | All others
with
Blue = lack research to explore unexplored locations in system
or whatever color and text seems best.
Why? You see Yellow and Explorers won't accept Explore system (xyz) order without explanation. Is it a bug? Until you find no yellow target that isn't at the actual researched Survey Maximum Level.
Similar coloring when hovering over an explorable target.
Re: Suggestion Thread
Highlight ship when selected inside the ships pane.
Ex; I open exploration ships panel and click one to give orders, but it is not highlighted inside the panel. When multiple are selected I can see which ones but not single. That'd be a nice little improvement.
This and order queue for individual ships are my main gripes besides the iffy performance which they're working on already so
Ex; I open exploration ships panel and click one to give orders, but it is not highlighted inside the panel. When multiple are selected I can see which ones but not single. That'd be a nice little improvement.
This and order queue for individual ships are my main gripes besides the iffy performance which they're working on already so
