Feedback on ver 1.65
-Citizens complain of overcrowding but I have no idea what the ideal population of a planet should be.
-Do citizens provide any bonuses besides their specialization? Is it just an income component? This isn't explained well in game.
-Recommend allowing any module to be built on any starbase. If you want to keep different types of starbases, maybe adjust cost or number of components required based on starbase type instead of not allowing the upgrade.
- Allow starbases to flip resources based on influence. Or allow me to Trade for it in diplomacy. I don't want to declare war to attack a starbase in order to take over a resource.
- Add the ability to delete a planets orbital improvements
- Show and allow building of orbital improvements on the core world screen as well as the galaxy map.
- Maybe wishful thinking but I'd love a way to reorganize a core planets layout without having to destroy and rebuild everything.
-On the subject of a core planets layout. I feel this is unnecessarily complicated and it stresses me out that I may not be maximizing based on the layout and level bonuses. I'd like for layout and adjacency bonuses to matter less or be less complicated. I'm not saying I'm too dumb to figure it out. I'm saying that spending the time to figure it out isn't a lot of fun...this is where the bulk of my time in the game is being spent. Not just deciding what to build but where and oh if I build it there on that open square it wouldn't work as well if I built it on that square that already has something on it....so I'll have to destroy that and move this and ..... it's not fun. It's not awful but it really eats up my time.
-One per galaxy and civilization improvements are not that special. I'm not at all eager or excited to build them.
- Resources are so rare I feel obligated to make any planet with a resource on it a core one (if that's an option) for the sole reason of mining that resource. I'd love a way to mine this resource without having to do this.
- I've seen asteroids so near a sun that my miners can't move to that square in order to mine. It's kind of annoying. Either don't allow the asteroids there or don't stop my miners from reaching them.
- Allow multiple ways to make a dead planet colonizable. The seed item/ability is currently overpowered.
- Too many ways to get money... selling resources in marketplace, trade routes, trade deals, selling stuff found during flagship survey, executive orders, shipyard treasure hunt, tourism...etc It basically makes the income from planets and the cost of improvements and starbases irrelevant. I never build any wealth improvements for this reason. It seems unbalanced right now. My first thought would be to lower the amount of money you can get from these other "optional" sources.
- Allow mining starbase to provide a bonus to asteroid mines? Maybe the game already has one. I haven't researched everything yet.
- Resources and asteroids do not automatically reassign themselves to the closest core world or to the starbase with the best bonus. Either automatically reassign, allow us to assign manually, or both.
- A planets defense number....this isn't explained well in game and seems mostly irrelevant. Does it just mean it takes more turns to capture the planet? It would be great if it would damage the attacker as well. Takes 4 turns and does 5 damage per turn...something like that.
- Ship experience for non-flag ships- What does gaining a level do? How much experience do you gain from an action? Could you make this more transparent?
- Attacking with beam or missile volley instead of a direct attack- Doesn't seem particularly useful right now.
BUGs
-Heavily Defended relics - tooltip seems to indicate there is a reward for surveying and destroying these but I don't get a reward after the fight. Have done 4 or 5.
-I researched to the end of the tech tree that gives me plus 2 movement. After research it still shows up in my 3 recommended spots and I can research it over and over again for no benefit. So now I have one less "fast" tech option to choose from.