[quote who="DivineWrath" reply="2" id="3890719"]I also found it possible to pick the synthetic trait and yet pick non Yor species as your species. For instance, you pick synthetic and use Mimot as your species. You will not be able to build any food districts, so its probable that your Mimot citizens will be very miserable over food shortages.[/quote]Yeah, I think that's where I messed up. I picked a non-synthetic race for my synthetic civilisation. So my own fault for digging my own hole the
Uumaleeheh
I picked the cybernetic synthetic trait in a custom race thinking I wouldn't have to worry about food. Yet I have starvation issues but unable to build any food improvements or sectors. I literally have to leave food-slots unbuilt on a planet to generate food and build planetary upgrades to increase food production. Now I got some questions ... What is it that requires food? I've looked around an
It's a bit frustrating to not have clear and distinct visible cues for all the improvements, so you could at a glance see if it's a unique building (one per player or galaxy) or simply a one-per-planet type of improvement. So here's some suggestions to possible solutions: Add a distinct row for unique improvements, so any player- or galaxy-limited building would end up on a separate row with a small header to make them distinct. Add a visual tag or marker on t
Here's some featured I'd like changed or added to make the science-related UI more useful and informative. Add a distinct icon to the actual "tech-card" representation (so it's visible in all tech views) for repeatable end-game sciences. They don't stick out nearly enough as it is. Add the ability to zoom in and out of the tech navigator window, being able to see the whole tree would be useful. Add something (default visuals or toggle) to make it abundantly