Huh. Always figured Klackons were one indvidual. A communal hive using symbolism still strikes me as an antropomorphism, but I digress.
Also, newer players are not using the reserve system.
It being clunky and opaque being two pretty good reasons why though. There is enough room for another slider below the rest if you move around the notification prompts. Just throwing it out there.
Define an "idle fleet" because you are potentially talking about dozeons of warnings each turn by the midgame
Anything not in transit without a specific "Hold" command? Maybe a separate "move and hold" command for when you concentrate forces. Possibly a "Hold on production" checkable prompt for rally points. Maybe even a stationary fleets counter somewhere on the UI and a way to scroll through them separatly. The game screen do tend to look like a flipped plate of spagetti lategame and finding specific ships is sometimes an issue.
mousewheel through all of the systems for that planet's empire. Super convenient.
I'm playing on a trackpad laptop
. Not sure where a "next planet" or "next fleet" button would go on the ui, but I do miss them. Modern gaming has spoiled me.
If you want to see what is possibly coming, you're going to have to get that outside of the game because muh immersion.
I mean, once you've memorized the entire tech tree maybe. If you want to make the game more accessible for newer players actually being able to plan ahead ingame is still a major QoL improvement.
Not as easy to implement as you think, but basically you are asking the game to constantly move sliders around for you for optimal allocation of resources... automating min/max micro for you. I'm not into automating stuff for players. However, some people are into that. There's a Governor mod that someone makes for the game; I'd recommend using that.
Yes. In a vaccuum maximizing production output isn't a strategic/tactical consideration but necesssary busywork (if playing optimally). Especially as from what I've gathered the higher difficulty AI algorithm min/max everything? I'll check the mod out when you put out 1.0 though, thanks.
I wouldn't call spending an RP in a category to open up your first tier an exploit.
More of a no-brainer. 6 RP to gauge your early options? No reason not to do that every game. Saves a few seconds of fiddling, and again is more beginner friendly. Also thanks for the heads up on the sliders, that was driving me up the wall for a bit there.
There is a way to tell them to fuck off. Build a fighter ship.
Muh immersion, mainly. Their ambassadors make a point at me bumping their colonies after all.
The pop growth area on the slider was added to show players their expected overall growth for the colony because it was useful information not presented in MOO1.
And this is a good thing! Still, it'd be even better if it was visible somewhere without the mouseover since it's information that directly dictates how you set the sliders optimally.
EDIT: Does terraformation take precedence over cloning population when you're at sub-maxium population levels? Seems.. odd. Terraformation is a plenty powerful tech and probably doesn't need the boost, but it is a bit counterintuitive.
EDIT: Speaking of the tech tree, having a description of techs eligible for trade would be nice. Again, not having avilable information with which to make informed decisions is the opposite of QoL.