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Suggestions Thread for v2.4.0
I'm curious about something ... (material for improvement?)
In the good old days you could ...
Auto-assignment by cost priority
Shipyard Capacity - Only have Continual
Fleet Haulers : Multiple Tractor Beam Ships
Suggestion: Ability to turn infrastructure back into trade good
Electronic Intelligence Module for buoys
Suggestion: Toggle colony as Target for Automatic Overhaul
Draft of an idea for a change to sensing
Proposed Format For Ground Forces Air Combat Rework
Proposed expansion of the economic system
Ability to Reposition Waypoints
The AMM Question
Option for Civs to ship infrastructure but not Colonists
Area Jammers
A proposed fix for a preceived problem with weapon calibre
Auto-assign Sector Administrators
Shipyard change
Export/Import ground force templates & organizations
Always use componets
Fast Shields, Slow Shields, More Shields
Suggestions Thread for v2.0
RP QoL changes
Allow genetic modification for modified species
A button for mass research?
Fleet-Wide Targeting data sharing
Self-Jump only Jump Drives
Auto-assign Naval Commanders
Destroy your own missiles
Other uses for biology
Quick summary of weapons in a fleet next to ship tonnage
reserve fleet idea
Race-specific passwords for better MP
Suggestions for additions to Electronic Warfare
Ground Force Construction Facilities Take Too Much Population
Ideas for Meson Tweaks, and maybe some HPM tweaking as well.
Send ship parts list directly to industry - components from Class Design.
Stealth Missiles
Missile Guidance, Missile Agility & Capacitor Banks
Missile / Ordance Refit
Ability to set New Medal Conditions
Troop Compartments
Colour the Components List in the Stockpile Tab
Sector Commands in Economy View
Panic on low training in combat
Decoys.
Upcoming events table for all races
Tentative Suggestions for Missile Rebalancing by Tweaking Launcher Size Rules
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