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Home » news » forums » Space Empires V » Space Empires V General

Suggestions for either next patch of SE V or SE VI

Submitted by Gothic Knight on Tue, 2007-12-18 17:05. Space Empires V General

Here is a list of suggestions, no order what-so-ever, and of course have not read the forums, so may be either repeating others, or even beating a dead horse here:

1. System related icons (Window). I.E. Icons that show if you have a Space Yard Facility being built, it would have a greyed out icon for it present in the window showing one was being built. If you had one already built in the system, would have an active icon. Would be nice too if when you placed your cursor over the icon it stated what type. If all the system related structures where iconized in a window would make it a lot easier to tell what was going on in that system at a glance. There are quite a few facilities that affect the entire system, and no way to tell without going through each and every planet you have colonized in that system to see if you have the required *1* already somewhere or its being built.

2. Colonies List Screen

a. Adding "Replace" and "Replace All" Buttons. I.E. Would replace one structure for another. I.E. Replace the Space Yard Facility present either on a single or all planets with the Temporal Space Yard Facility. Or replace one Research Center on each planet designated as a Research planet with a Central Computer Complex.

3. Ministers (General)

a. Adding a System Minister.

b. Expanding Minister capabilities by the use of both planet and system templates.

4. Vehicle Designs

a. Save under the name of the Empire currently playing. That way every time you play said empire you do not have to redesign the same vehicles over and over again.

5. Set Construction Queue

a. A "Delete Item List" button. Capability to overwrite existing lists. (Will not do so, so may be a bug.)

b. Change "Item List" to "Planet Template".

c. Make Templates savable. Furthermore have Ministers follow said templates. There are only so many planet sizes, add that to whether the atmosphere is breathable to not. So if I setup a Template for Research Planet, Size 25, Breathable. The Minister should be able to follow it.

d. Item Lists/Templates should auto-upgrade. If I design a Research World with 15 Research Centers (Level 1) then get the tech for Level 10, when I subject a new world to that List/Template Level 10 should be used, not level 1.

6. Templates

a. Everything should if possible have Templates. This includes vehicles, planet design, and system design. You should be able to save them. And the Ministers should have the capability to follow them. Allows you to macro-manage the game using Ministers without losing your particular style of gameplay. Further limits the amount of times after playing a new game, redesigning the same thing over again. The Templates should auto-upgrade along with Tech.

b. Planet Ministers - Adding the capability to follow a planetary template. If I design a size 15, Intel planet, and tell the minister to use it, he should add/build/upgrade to those specs as closely as able.

c. System Ministers - Regulate activites according to a template as to how you want the overall system managed. I.E. Defenses, Terraforming Unbreathable worlds, etc. So if I have say 4 Huge planets in the system, 2 of them breathable and colonized and set to Research as an example. I could tell the System Minister to use my System Research Template on the system. Which in it says to Terraform all planets, use all Huge ones as Research planets (according to the planet template of that type), use the Large and Medium ones according to their Research Templates, and setup the Small ones as support planets (with System affecting structures) but ignore the tiny planets. (An example of a system template working with planet templates.)

d. System Templates - Contain general setup information on how you want a Minister to deal with various planets in the system based upon size/breathability. Also contains strategic information for the SysMin. I.E. Always guard wormholes with this.

7. Old Facilities - This one I am unsure of. Not sure once the Climate Control Facility, Atmospheric Modification Planet, etc, once finished is still needed in order to maintain the planet at that level or not. But if not, the structure should auto-remove itself. Quite annoying going through several planets at the start of each turn and dismantling these things.

8. Auto-Upgrades - Should ask/auto (depending on setting) upgrade any ships that stop for resupply at a planet with a Space Yard Facility. Same with any units stationed on any planet. (Possible seperate settings for Combat Ships/Ships/Other Units/Troops)

9. Adding "Next Colony in System" and "Previous Colony in System" hotkey. And even buttons to the Set Construction Queue screen for this too.

Bout all I can remember off the top of my head of a very long list of things. Mind you, love the game, play it constantly, and even like to micro-manage, just would be nice to have the option a bit more to macro-manage but based upon Templates. Would be just like doing the micro without all the hassle of doing it. Plus with the added ability to quick load planets for saved lists (that you didn't have to remake each game) that were tech level based. Just think it would smooth things out a bit. Btw, could be this is already even in the game and I somehow missed how you save things between games. Dunno. Who reads manuals?

‹ Is there a way to center the screen around the active hex? Can't Play due to Black Screen ›
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