ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
I've been assembling a number of ideas for improving and streamlining system management. I'll jump right in:
#1 - Improve planet-level output display information to show per-pop information next to the current planet totals.
This was suggested a while ago (someone did some nice graphic mock-ups too), but I still want it. Often, if I have colonized new planets in a system I want to know whether or not to move population over. But since I can't quickly see at a glance what the per-pop resource rates are of the old vs. the new planet, I don't know what the trade-off in moving population over is. Maybe I get more research but less production? I can figure it out, but I have to do it manually and compare numbers, which is just really tedious.
A further addition is that highlighting a specific population unit could change the per-pop numbers to account for any bonuses/penalties specific that to that pop's species attributes.
#2 - Create a prioritization list for worker outputs for the system.
For example, say I have a system with 3 or 4 planets and I want to maximize industrial output. Doing #1 above would let me see which planet yields the most industry, so I can move pops over. It would be much better if I could arrange a list of outputs in order of prioritization. So I could say "maximize industry, then science, then dust" for example. Or you could choose prioritize the highest total combined outputs for all resources.
#3 - System Improvements - Show Estimated increase for per pop-based results
It would be great if when you moused over a system improvement icon before building it, instead of only showing the improvement's base value, it showed the estimated value that it actually returns once built. E.g., a system with one hot planet. If a tech provided +1 industry per pop and +2 per pop on hot, and I have 9 population, 5 of which on the hot planet.... that's 9+10 = 19 industry on completion. Showing this number upfront would be useful for people to know in making decisions.
#4 - Make system list a top-level menu
It's really irritating having to go into the economy menu and tab over to the system list. PLEASE add the system list as a top-level button (permanent spot in the button bar in the upper left). It was even better even on the first EA release when you could get to the system list from each colony and from the empire overview screen. Bring it back!
#5 - Make the system list geographic
Even better would be to add more information and functionality to the economic scan view, so that all the information displayed in the system list is displayed next to the system in the economic scan. It would make the economic scan a FAR more useful tool. I like being able to see what systems are the least happy or produce the most dust - but I like even more being able to see where that system is in its geographic context.
#6 - Select multiple systems and add items to their queues
Rather than having to add items (e.g. a newly researched improvement) to each systems' queue one at a time, be able to shift-select multiple systems in the system list (or economic scan, per #5) and select a production item that is added to all the planets that are selected. This would dramatically cut down on the micro.
#7 - Assign default (queue empty) behaviors.
Certain improvements are infinite (e.g. 25% of production goes into dust or science). These "default" behaviors are used when the queue is empty and should be specified from a drop-down menu in the left panel instead of being part of the basic building queue. It's really irritating having a bunch of systems producing these, and then when you want to build something new you need to finagle around with the building queue each time to make sure the infinite activity is at the bottom. Really irritating with a simple fix.
#8 - User Defined Governors
I know colony governors are slated for a future update. However, I implore the dev's (and others) to take a serious look at the custom build list feature in starbase orion. It's genius.
Basically, you have different build focuses (e.g. science, industry, etc.). There is a customizable list for each focus that shows all of the possible building improvements in the game. The player can choose which buildings, in which order, will be built (subject to being unlocked by the appropriate tech of course) for each focus.
The focuses can then each work as default behavior. This allows you to manually override your focus list whenever you want (say, queue up a space ship or something), and it will immediately return to the focus list after any manual additons are complete.
From an implementation standpoint, the custom focus should add the active construction item directly into the normal build queue. When a manual item is added, it goes to the top of the queue and the focus item get's pushed down - but the project isn't canceled and the production wouldn't be lost then in that case (as it is currently).
EDIT: Basically, this could be the system for AI governors. Logical default templates could be setup for each governor focus . E.g. a science heavy governor will invest in all science improvements plus as many +dust improvements as needed to cover the upkeep costs. Something like that.
I've been assembling a number of ideas for improving and streamlining system management. I'll jump right in:
#1 - Improve planet-level output display information to show per-pop information next to the current planet totals.
This was suggested a while ago (someone did some nice graphic mock-ups too), but I still want it. Often, if I have colonized new planets in a system I want to know whether or not to move population over. But since I can't quickly see at a glance what the per-pop resource rates are of the old vs. the new planet, I don't know what the trade-off in moving population over is. Maybe I get more research but less production? I can figure it out, but I have to do it manually and compare numbers, which is just really tedious.
A further addition is that highlighting a specific population unit could change the per-pop numbers to account for any bonuses/penalties specific that to that pop's species attributes.
Regarding #1
My idea that addresses this was greenlit. Not a side by side in the view but a toggle since I figured there is an issue of limited screen real estate. It would show the output selected pops would do on all the planets.
#2 - Not exactly sure how you imagine this based on what you write could you elaborate on that one?
#3 - Like it, just let it show what the output would be if it where completed now.
#4 - Not terribly bothered by it right now. As the economy button leads to it directly if it was the last thing you looked at. Maybe just add an option to choose which tab is active when the economy screen opens.
Last viewed (like now)
Trade & Resources
Systems
Market Place (if not researched yet defaults back to last viewed)
#5 - This might partly be what they are going for when they said they plan to show detailed FIDSI info in the scan view on the level below the Economy Scan View in the Galaxy View. That is the scan view that is not implemented yet. Would support that being displayed in one of the scan views where there is room.
#6 - Like the general idea of it. They probably will not go for the scan view option though because, they have the no interaction restriction they want to enforce... The idea would need some thought about what you would display in the "collective production list" to chose from. Would it show all improvements that are available and have not been built in all system selected or would it show all improvements that are available in at least one of the system selected. How would it deal with only being able to built on some of the selected systems because of lack of required strategic/luxury resources and stuff like that.
#7 - Not sure where exactly it would be placed but yes could be a nice addition.
#8 - Sounds cool. Would not mind having that at all ;)
About #4, I remember a dev saying the ribbon have limited space, so I'm not sure this will occur.
I'd add a #9 idea :
When you rollover an item, you can't rollover the information displayed by the first rollover. This is a problem because this is the only way to display information in the game.
Basically, I "feel" the rollover links are there in the description of the item, but I'm very frustrated because I can't rollover them.
This goes for certain technologies too. Eg, the weapon unlocks say "unlocks hyperium weapons" or "all support modules" but I have no ide what those modules are.
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