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More Spy AI choice to sabotage the same planet.
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Add option to limit random event tech generosity... (For slow research, etc...)
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Adapt Modnar's species.
- early-gamers could be called the Peak or Peakers
- Jack-trades maybe Traders or Jackals
- New Star System names
- New pictures
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Is there any way of setting up alliances before the game, so you could e.g. have two teams of three ?
- Starting alliances (free for the ai to dismiss)
- Starting factions (Stronger than alliance, but breakable at very low diplomacy level)
- Immuable faction (Like final war)
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Split the ship stacks so that they fill two front lines…
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Option to increase the size of the combat screen.
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Would it be possible to have a governor option to extend autospend - to prioritise artifacts planets with spending?
- (and on a similar topic, per-planet taxes? maybe that's kinda weird idk)
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Limit / Customize the flag colors (to be changed when scrolling over them)
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Suggestion: in the colony rules panel, make the ability to use the specific colonizing tech valid only for players ("restricted" colonizing rule).
- Suggestion: in the galaxy rules panel, allow the research rate setting to be splitted between player and AIs.
- Suggestion: in the galaxy rules panel, add the possibility to fine tune the fuel range (instead of a fixed set, make like the current warp speed multiplier)
- Suggestion: in the galaxy rules panel, the pop growth rate should be splitted into AI pop growth rate and player pop growth rate (and add a bit more choices between normal and reduced, like the current fuel range options or better like the current warp speed multiplier)
- As not everyone necessarily appreciates all these unfair and tempting rules options... I'm going to start by adding a "Setup" option to enable or disable unfair options (Disable = limiting them to fair choices only), and the "Setup" choices cannot be changed during the game.
- Fixed selections are also more in line with the spirit of MoO1 and the original RotP, so I'll start by extending my options tools to be compatible with both fine-tuning and fixed selections.
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Add same civ name as the player with bad starting relationship.
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Monsters:
- Yes, seeing monsters fight each other could be fun, but it won't be easy to implement, as it's the most tricky part of RotP's coding... And the Guardian will have to become more powerful if we want him to be able to defeat all the other monsters...
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add an option to distinguish between invasion troops and population transport.
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Battle Scanner and Reserve Fuel Tanks miniaturization option (As in MoO1)
- Add subterraneans equivalent in custom species..
- Population Bonus/Malus per empire imply a lot of method call changes... -> Postponed
- Option to remove "Ask join war"
- Some Achievements options.
- Color List for opponents...
- Some kind of positive monster like instead of attacking strong empires it defends weak empires
- Stronger GNN filters
- Stronger Warning filters
- Check what recall diplomat limitations are.
- Species Easy-Normal-Hard
- Tech trading extended list.
- Switch tech level category...
- Governor: Individual disable receive troops
- The AI is bombing my world, killing 7 or so colonists per turn. Every turn, my healthy planets send colonists to 'help', which ALL get killed by the orbiting enemy fleet. I would like to be able to prevent this while still allowing transport between my other planets.
- Are there any plans to give the player an option whether to drop Death Spores or not, when they are present? (Or to only use Death Spores, and not bombs)?
- A way to prioritize automatic colonization would be nice.
- Weight "nearest my borders" vs "best planet"
- if i'm trying to expand rapidly, that size 30 poor at the edge of my fuel range might be more valuable than a size 60 abundant in my core
- 3rd colonization weight for "flight time" would be useful as well. if I've got 2 worlds building ships and 2 worlds to colonize, the first ship built might fly to the planet over by the 2nd shipbuilding world.
- Colonize closest.
- Weight "nearest my borders" vs "best planet"