I'm not gonna let any of my buzzing runabouts get into a grav well, yea ok if I'm deploying sensors it can happen but late game it could be handy. Also it might be nice to be able to blockade a star.
Smith Of Dreams
OK played again pushing culture, but still, 8 planets (8 more roids) struggles to 'support' 5 cap ships plus ~5 Frigates is the %age an enforced one or a resultant one? On another angle trade ships do bring in a fair old amout, but it's not reflected by the Maint %age. Clarification in the ui might be nice. Still tring to find the sweet spot for number of trade ststions.
Lots of issues chasing fleets, yea it's fine bottlenecking my areas, but when the other player is chicken running from planet to planet, maybe a deployable frig or cap ship. Make it a module or upgrade (level 6?) maybe not cheap but definatly usefull for trapping those pesky runabouts.
Culture gives income? Need to have a look at culture
Noticed that there are some research levels that you have to pick up sometimes 4 extra research 2 equal and 2 lower to unlock the next level of tech. The one off (unlock) techs need to be balanced so that you can take one and not have to follow an extra tree to get to the next tech.
Most game have some micronisation for ship/structure maintance cost. 3/4 games I've played I've ended up at 75% income crippled, down to income of 11 credits 18 Metal 16 crystal. Maybe a tech for reducing maint? And Yes I did have lots of trade stations and if anything it made it worse. Maybe factor in the trade ships to the income?