Pirates are fine in the game. Its just always having them there at the start, is just one more reason to Auto start over, until you find a decent starting location.
You can just switch off pirates by setting
LogLeft property to
0 in remember.cfg file.
I really hope Ground Invasion get fleshed out. If there a road map for that I'd love to read it.
I have already written it once before
The ground combat will stay simplistic in the next iteration, but is totally changed conceptually.
There will be several types of "ground units", (in perspective, race-specific). Currently there are "marines", "mechanical infantry", "heavy armoured machines", "ground attack aircrafts", "fighter aircrafts", "naval boats".
Each unit has its properties related to planet type (obviously, no boats on desert planets or tanks on an ocean one).
Also each unit has its strength against another units. Like "ground attack aircraft" is great against tanks but weak against fighters.
When invasion begins:
1. Attacking side drops a descent that consists from different kind of units (defined by descent modules of a carrier ship).
2. Defending side builds different defending structures that generally "produces" the same kind of units.
3. When invasion begins, a planet enters "ground combat" state that means combat for control over the planet is ongoing. It takes time (game time). So, taking control over a planet can take a number or game years.
4. The initial values for attackers and defenders defines who will finally win. The ratio of forces defines the time necessary to finalise the ground battle and losses.
5. You can drop a fresh descent from another ship - this will immediately affect the ground combat outcome and duration.
6. If during ground combat a fleet belonging to the defending side manages to take control over the star system, ground combat continues and that's defending side who will be able to drop fresh ground forces to the planet to support its forces there.
7. When you click on a planet with a ground combat undergoing, you'll get full information on it - ratio of forces, composition of forces, %% of territory controlled by each side, estimates on when and how it will end.
I feel that I dont understand how resources are peddle through my empire, and I feel that I can't influence it. Like, I can look at the resource tab, and see that I have positive Red Ball, but then my Colonizer is still waiting on 100 units of Red Balls.
There are numbers next to your Colonizer that shows what resources it needs to be completed. If you run out of resources and have close to zero depots, the ships you currently build spend resources just as they are mined. And if there are several ships you build in the same time, one will be consuming these resources while others wait. You can open "economics screen" and switch to "fleets" - this will also list all ships currently building, so you'll be able to understand what ship consumes resources first. The you can freeze that ship if you prefer another one to be built first.
I dont quite understand the Tech Glob at all. I think I understand some of it. I think there overall arching fields, then there Research Goals, but I am really lost what the Red Color means and what the Number Means. I assume bigger number is Harder Science? I dont really know. I feel directionless right now, and I dont if thats from lack of understanding yet.
Maybe some more info pop-up's would help? Like "it's red because you switched off that tech", etc?
What does ship experience do?
It somehow increases fire range and damage for your ships. Up to 25% for 5 star ships.
I know this has been said, but any none square ship equipment needs rotatable.
Well, I'll try to do this.
Also maybe fire arcs drawing makes sense.
What in the world is the next Generator Tech after Nuclear? I cannot find it. I cant tell if its Antimatter or the P named one.
Usually Neutron, but can Plasma or Proton, depending on how you develop your science.