Master of Orion

Master of Orion

Unofficial Code Patch Steam Workshop
Feature suggestions
I have very little idea of how easy or hard many of these are, I'm just presenting ideas. In no particular order, various minor things I'd like to see changed or improved:

  • Don't upgrade combat parts on non-customizable non-combat ships, or at least don't charge more production for it. Why should I be forced to pay for adamantium armor on a civil transport that will never be within 10 turns travel time of an enemy?
  • Make negotiating for captured spies work like for technologies - don't disable the option to add a spy to the table just because one is already on there, when I have three more from the same empire.
  • Allow negotiating for additional annual tribute before an existing tribute treaty expires. If the game tracks it in a way that would let this work, having the new tribute treaty be independent from all existing ones would be simplest. Otherwise you'd have to work out how to decide the duration of the new combined treaty, have the AI value it correctly, and explain it clearly to the player.
  • Put asteroid labs and gas giant harvesters in the list of "colonies" that can be traded for.
  • Add some way to ask "what would make this work, specifically in credits only?" (or annual tribute). I can figure that out easily enough with an approximate binary search of proposal values already, but it's tedious. Make sure to cover both possible directions of monetary payment. Simplest UI change for this I can think of is to treat entering a question mark in the amount box as this, but that doesn't make the option obvious to anyone who doesn't already know about it.
  • More generally, it would be nice to be able to mark things that you are not willing to offer or do not want to pay for, and ask what else would make it work.
  • When an Interplanetary Administration is present in the system, account for the ability to import or export when deciding how many workers to allocate to food. An Uber Gaia planet with soil enrichment, subterranean farms, and a weather controller that's set to "Balanced" colony focus should not do bare minimum farming just because it's full when there's a huge barren planet with 1 population it could export to. Similarly, a huge barren planet set to production focus should not put half its population on farming when there's a gaia food world it could import from.
  • Add a checkbox to flag or unflag a colony from the planet's individual screen.
  • Reassigning a leader within the same fleet should be instant, not take 4 turns.
  • The progress bars for construction on colonies or research should show any overflow from a project completed that turn. The buy price for a construction item should also account for available overflow.
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Showing 1-15 of 43 comments
WhatIsSol  [developer] Mar 20, 2018 @ 4:49pm 
My Comments:
Make negotiating for captured spies ... => I can see this one being nice, but not sure how often it comes up?

Put asteroid labs and gas giant harvesters ... => At some point I do plan on when a civilization gives up its last planet in a star system via diplomacy it will auto scrap its structures in the system (mines, laboratories, outposts, etc.)

Reassigning a leader ... same fleet should be instant ... => This has bugged me as well, but very low priority

... should show any overflow from a project completed that turn. The buy price ... account for available overflow => This would be a nice to have

The others I'm not interested in implementing
Douglas Miller Mar 31, 2018 @ 12:18am 
Originally posted by WhatIsSol:
My Comments:
Make negotiating for captured spies ... => I can see this one being nice, but not sure how often it comes up?
I've been capturing spies pretty frequently, and I typically don't do anything with them until there's something specific I want to trade for. Having multiple captive spies available to choose from has happened several times in just my current game.

Originally posted by WhatIsSol:
The others I'm not interested in implementing
5.7 has three anti-micromanagement changes, the food import/export one would be another one of those and it seems like it should be simple to implement to me. Replace the "is planet full" check with "is whole system full" when IA is present, and include available food that could be imported in the amount used for the "is surplus at least +1" check.

The rest I don't really care enough to argue for.
WhatIsSol  [developer] Mar 31, 2018 @ 9:24pm 
Capturing spies does happen, the AI never asks for its spies back - that is a know issue.
tiktaalik Aug 11, 2018 @ 10:02am 
I don't know if the Fleets screen is moddable, but it would be nice to be able to filter by ship, say see only the factories and where they are the map. Or see all the colony ships, etc.
WhatIsSol  [developer] Aug 11, 2018 @ 10:28am 
Adjustments to that screen like that are already planned, but no clue when I will get around to execute them.
tiktaalik Aug 22, 2018 @ 12:55pm 
It would be nice to be able to look at the tech tree at the beginning of a turn when you get offered a tech exchange, before you give an answer...
tiktaalik Aug 23, 2018 @ 12:02pm 
It'd be nice to get some of the AI money when you finally destroy them, kinda like the mana you get when you banish a wizard in MOM. I always feel horrible when the Gnolam goes down with his hundreds of thousands of BC :)
tiktaalik Aug 27, 2018 @ 2:19pm 
OK, so when I design a ship and change the default model, say from base to alternate, it still appears as base on the main blueprints screen, and vice versa. And I think it always appears as base on the main main screen. Although it appears as designed in battle. Can it be done so it appears everywhere as designed? Not a big deal of course, just for eye candy purposes. Which I love I guess :)
roland.johansen Aug 27, 2018 @ 2:54pm 
Originally posted by prokolyo:
OK, so when I design a ship and change the default model, say from base to alternate, it still appears as base on the main blueprints screen, and vice versa. And I think it always appears as base on the main main screen. Although it appears as designed in battle. Can it be done so it appears everywhere as designed? Not a big deal of course, just for eye candy purposes. Which I love I guess :)

This eye candy wasn't created, so someone with graphical design skills will need to draw it.
tiktaalik Aug 27, 2018 @ 2:59pm 
True that, but in this case it's already created, the problem is what's been shown where.
roland.johansen Aug 27, 2018 @ 3:30pm 
Originally posted by prokolyo:
True that, but in this case it's already created, the problem is what's been shown where.

Some version of the eye candy is created. You'd need a different graphic to show it on the galaxy map. The graphs look similar so that you recognise them as the same. But they're actually seperate graphical objects.
tiktaalik Aug 27, 2018 @ 3:36pm 
Aaah, I see. Just an eye-candy consumer here obviously :)
roland.johansen Aug 27, 2018 @ 3:38pm 
Me too. I have no skill whatsoever designing graphics.
tiktaalik Aug 27, 2018 @ 3:46pm 
At least you know that the same looking candy is actually different candy at different places :)
tiktaalik Aug 28, 2018 @ 9:57pm 
Another suggestion: double click to select weapon or special in the blueprint editor (or use some key) instead of having to click on "Add" every time - one has to move the mouse from the one corner of the screen to the other many times, which becomes painful after a time. Or maybe that means, quit the game for a bit!! :)
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