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It's honestly maybe a bit weird, but I like a powerful sound when I end my turn and start a new one.
One that's inviting me to play further while also marking a clear separation.
There's lots of games that have such a sound.
For me it makes quite a difference. The current sound is like a dud. "Was that it? I ended my turn did I? Seem like nothing even happened."
EDIT: after playing some more as AI turns get longer I'd like to even get 2 sounds if the AI turns are over 2 seconds long, one small for ending, and a big one when it's your turn again.
If the AI turn is shorter the big one only will be fine (also if 2 sounds is harder/undoable or so the big sound upon starting the new turn (instead of on ending the turn) is best imo.
Thanks!
2. Buttons start to lag in late game. I dunno what kind of optimization can be done, but there's no indication you pressed a button until a couple seconds pass and it gets done doing what it does.
3. What Godwin said about making it really stand out when you click a button. SiS did a magnificent job of this, steal all their stuff. ;)
These are not complaints, just suggestions.
Yes well I noticed this as well somewhat, but for me the solution should be to speed up production.
Seriously, I'm really trying to get production going with Support Fleet and Leaders and Robotic Factories, even a Battle Station etc. but building my first colony ship still hasn't happened and I'm in turn 85. My first one I built will finish in 30 turns. (I didn't start when it gave me a warning production was over 99 turns, maybe I should have, but that would have been even more boring).
Production seems to lag severely with respects to the other gameplay. Why am I saying this and not that research is too fast is because exploring a small galaxy with remote observations, visiting every possible system I can with my 1 Survey ship etc. are all practically done.
I have lots of leaders, lots of BC, 3 colonies, good relations with the 2 other aliens, but my production is just lagging so much!
Now I've sort of run out of things to do and I expect to just click end turn for 30 times as there's nothing I can do with this little production.
As this is my first game I may overlook something, but I did take the SCP Perk that gives production and just really tried to get it up.. I don't think I'm missing anything.
EDIT: It now has normalized a bit at turn 141. I'm thinking small galaxies are not the really optimal way to play. And it's still the slowest, but at least it's a lot better now with some key techs (space mirrors and some others). Might still be too slow in the beginning, but just wanted to amend my earlier statement a bit.
I expected allies to win together.
You can turn off the mechanic of the game ending at leader of the galaxy Godiwn, but fair point.
I would suggest allowing freighter fleets to be movable if you create them. Right now you can create individual freighters, but if you create a freighter fleet, it's limited to the system you created it in. Not cool.
Freighters go into the main pool that can be accessed by any system where they are needed. There is no reason to move them around. I've never had an issue where they are restrained by the system they were created in.
I'm in turn 64 and a colony ship at this point takes 19 turns. That was also with me messing up and forgetting to set my planet focus properly for the first 20 turns so that could have been reduced further.
The first 50-75 turns don't have a lot of production going but give it some more games as your starting planets can make a big difference in how fast things go.
Nice! I'll see if I can capitalize on this info this round. Thanks!
Also I had one occurrence where I used the Human special ability to get leaders to show up, and the colony leader was the guy I had just dumped since he was 'Greedy', 'Envious', and the one where they only get one skill choice, He had been hit with all 3 of those since I picked him up, so I booted him, and here he comes right back.
Enjoying learning the game, looking very good, slow to get started but once you get going it can pick up very quick.
I replayed that game properly focussing on my planet infrastructure this time. I was able to get colony ship production time down to 19 turns by turn 35, 14 turns by turn 46 and by turn 56 they only took 10 turns to produce.
There usually aren't enough good planets to colonize that early in the game though. Between the free ship you start out with and the free one you can get from SCP that's usually enough without having to rush ship production tech.
Huh interesting, I kept getting 'Trusting'. Maybe it depends on your playstyle/government?
I would like an option to autofit ships. Love the game but i am not a fan of ship design. I know that many people do like that kinda thing so i'm not criticising the setup at all. Just not for me.