Game issues to be improved

The planetary construction process is simplistic, and construction operations are repetitive and monotonous, which can easily make players tired; the effect feedback brought by technology is not timely enough, the research interface is cumbersome, and the performance ability is poor, making it difficult for players to choose; the turn-based system has great limitations on the mobility of units , and the common productivity of game facilities and military units makes the battle rhythm of the game procrastinate, resulting in a reduction in the number and quality of battles in a game, as well as the player's thinking process in this regard.

Suggestions for improving the mechanism

According to the above questions, the following are some suggestions for improving game management, military and research mechanisms.

In the military, change the ship production mechanism, put the core of military production on the manpower system, cancel the spaceship productivity setting, and change it to a fixed production round relative to the hull. Ship production is independent of facility production, cannot be bought out, and mainly costs resources for manpower. The cost of modules is reflected in the reduction of round resource output (such as strategic resource output). This will allow players to consider how to balance the use of economic and military strategic resources, increase the use rate of primary strategic resource weapon modules, solve the situation of overflow of strategic resources in the early stage, and amplify the military advantages of strategic resource production. The independent production round mechanism can effectively improve the efficiency of ships, which will correspondingly speed up the update efficiency of ship configuration, the efficiency of some marginal modules, and the number of battles. The utilization of human resources makes human resources a vital resource that has to be developed. Some military races may benefit from this advantage.

Regarding the changes in the management and research mechanism, I suggest adding a planetary building slot mechanism, appropriately extending the facility construction cycle, and setting the facility to a hierarchical process (like humankind). On the research interface, mark the level of the facilities to be unlocked on each corresponding technology. This simplifies and optimizes the tech tree representation of facility unlocks. This mechanic also benefits planetary specialization, and the role of the game's modernization mechanic (i.e. each level of modernization unlocks more building slots).