Bigjoe5 wrote:In the latest version, you can queue up to 99 ships in a single production item, and they will all be produced at the same time, in a single fleet. A single build order can also be set to repeat a certain number of times.
And I use those heavily when I play, which is exactly what I think is wrong about them.
What do I want to have: I want to have a battle fleet with a particular set of ships 10 Attack ships, 5 fast intercept ships, a couple scouts...
What do I actually do: Either (a) produce 10x attack ships, 5x intercepts, 1x scout with repeat 10 times for each, and then move them to where they need to be. The problem here being that my production comes in spurts. I get 10 ships every 5 turns instead of getting a more consistent one ship every turn.
or (b) have a bunch of queues and then move individual ships around.
I'm saying it would make more sense to explicitly state the target, and the relative priorities of ships in that target, and then dedicate a percentage of production and just have it happen.
Bigjoe5 wrote:If there are any buildings you find yourself building on every planet, that's a game design defect that needs to be addressed.
Terraforming/Gaia, Gas Giant Generator and Lighthouses, basically all the late game buildings.
For Terraforming/Gaia the problem is that I really don't understand what benefit I will get from terraforming, but presumably having higher population is better so I just dedicate spare production to this.
Gas Giant I think this is a silly one... why else would someone put an outpost on a gas giant unless the eventual purpose was to build the building. Same for Asteroid fields... I would suggest the effect is free the moment you put the outpost on the building and have the required technology.
Lighthouses theoretically one only needs to build this on planets near the border or on the path from your central production to the border. In practice I end up building it in lots of places to deal with chasing down monsters and the like which are behind the lines.
Bigjoe5 wrote:... and then have those colony ships be enqueued and go colonize those planets without any additional user interaction.
The problem with this is that the ships will need escorts and protection, but the player is removed from the process and does not know when those escorts will be called for. I would dispense with the ships entirely and instead have a budget that goes to colonization vs development. Any planet within supply range that does not have any an enemy (monster or other playery) presence for the last 5 turns gets put in the queue... and when the budget reaches the next "colonization" level that planet is auto-colonized.
A similar thing could be done for invasions. If you can park your battle fleet in orbit over an enemy planet for 5 turns and it is within your supply range then auto-invasion should just happen and the enemy troups should start to drop until you take control. The process of building and escorting troop 20x troop ships, and then manually selecting the correct number is a real PITA.
Make it so that the only ships I have to think about are military units, and instead of producing them let me set my target numbers to manage. In my ideal game there is no production queue for anything. You can select systems for projects (like this blue/white star needs to have the shipyard project) so that I can make energy hulls, and this empty space area needs to have the starbase project so that I can repair ships there and defend this critical node.