angledluffa

angledluffa

Joined Member # 2417462
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I have a request that I've never seen responded to by Stardock personnel, although I know a few others have requested it as well. How about a way to automate constructor management? I like using a lot of starbases, and every time I get a new tech that provides a few new modules to install, I have to manually send constructors to each of my starbases. Thanks!

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Regarding the starbase governor: If it were possible to customize, for each starbase, which upgrade tree(s) I wanted to follow, and I didn't have to change the governor each time a starbase finished, that would work well. It might even be better because there would be fewer dialogs to follow. All I really want is some way to avoid the tedium of updating rally points every time I make a new tech advance.

12 Replies 8,803 Views

This is a great game, but there is one micromanagement aspect that annoys the heck out of me. Upgrading starbases with constructors is very time consuming. Every time I research a new tech that affects starbases, I have to assign constructors to each starbase. Using rally points only helps a little, as that just makes it so I manually assign rally points instead of individual constructor destinations. My idea for fixing this has a couple different tiers, depending on how complicate

12 Replies 8,803 Views

Suggestion 2: You can do mass upgrade now right through the ship details window (click on fleet>double click on ship in context list>press upgrade>select "upgrade all ships of this type"). It'll be expensive, but it should definatly work Is there any reason why upgrading many ships at once should be more expensive than upgrading them all individually

16 Replies 10,441 Views

Why not change the setting on the autosave to a lower number? I guess I wasn't entirely clear... what I meant is when I want to go to bed, I traditionally save when I'm done with my last turn for the night and then leave the game. When I wake up the next morning, my factory workers must still be asleep, because they don't do anything for my first t

11 Replies 7,276 Views

The "reload and miss a turn of production" feature is known, and IIRC, intentional, though I am not sure of the rationale behind that design choice. Is that to prevent save-reload scumming to avoid bad results? I don't do that with Galciv, if I did I would not want to be punished, and as it is, I can't exit Galciv when it's actually time to take a

11 Replies 7,276 Views

First off, great game, as everyone says. Sorry for the lame username, but everything good was taken so I finally banged on the keyboard and chose that. The first thing I want to mention is something I think is a bug. I can't believe no one has mentioned it yet, but I can't find any mention of it in the posts. When I play, I usually play to the end of a turn and then save before hitting "End Turn". When I load up again and end the turn as the first thing, anything military, social,

11 Replies 7,276 Views