Steve, Could you make the "Source of colonists", "Stable" options available on bodies below 25 million population?
This would allow people to somewhat mitigate the Colony ship population dumping bug, while also allowing slightly more options for controlling how the CIVs move your populations around.
also
Just picked up the game a couple weeks ago, and have been loving it so far. If suggestions are still being taken, I have a few.
1. "Grant Shore Leave" option (similar to overhaul or resupply or refuel). I'm sure this has been mentioned before, so no elaboration needed.
2. "Auto Turn NPR Bypass" Make an option for auto-turn to not cause an interrupt when an NPR interacts with another NPR. I've been getting 1 to 3 day interrupts for a full year of in-game time due to them going back and forth on thermal sensor detections, and it's killing my 70year game.
4. NPR battle bubble - Currently you are able to select (in SM mode) to make a system bubble, to assist with quickening the pace of battles for small-time increment processing. It would be nice if there was an option/system to erect a battle system bubble when two NPRs engage in combat if you have no visibility over said battle, and your current selection is on a longer time increment, so the processing time would be greatly reduced. Make a general "everyone" update every 1 hour or something.
ScottyC
I would love all these to be implemented. Note:
But the game can't "Go Ahead Normally" when the NPRs are fighting. The combat works basically on 5 sec intervals once missiles start impacting as you have AAM missile fire cycles, point defence cycles and detections etc. Then there are pauses where you can move by 30 seconds to 30 min and then follows another phase where you are down to 5 second turns again. There is no "automatic" resolution function that adds up the attack value and compares it between both sides and determines a winner. The game is built around a 5 s combat turn, and when combat starts it is very hard to get too much away from that.
So you can't advance the time in time segments of 1 day while an NPR is fighting. It doesn't matter if you are being updated on the battle or not, the database is being updated on a 5 game second basis.
Of course the game still needs to hit 5 second increments to resolve the battles, but what I ask is that the game should continue doing 5 second turns or whatever is needed untill the battle is resolved, without needing any player interaction. Also, would it be possible to have a window popup when turns are processing showing some kind of information related to what is going on, this might help to see if the game has actually crashed when windows says it's not responding. The window could be very simple, a small window the size of those damn error windows, laid out something like;
Aurora Turn Process [x]
Aurora is processing the next turn, don't panic!
Auto turn: [on/off] Increment remaining: [N$]
Last increment: [5 seconds]
Event: Hidden Activity (Tells the player what caused the last reduced increment, with sm mode turned on this might read
NPR battle or New sensor contact or something)
Progress: Doing stuff (This area could have list status of what the game is doing, everything doesn't need to be listed,
specifically nothing that would be a spoiler, but this might actually help to diagnose what's causing game lockup or slowdown)
[Panic button] (An end turn button, please for the love of god let me end the autoturns without having to click that
tiny checkbox at the exact right time between ticks)