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Remnants of the Precursors

To-Do list

Bug to fix:

  • Fix Mass deploy including fleets going from the target to the target marked as deployed with 0 ETA.
  • Check phantom empires, when still alive without colony, but with transports.
  • Check Stasis Weapon when one empire stack remains.

Very soon:

  • More Spy AI choice to sabotage the same planet.
  • Add option to limit random event tech generosity... (For slow research, etc...)
  • 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
  • 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)
  • Search tools for options.
  • if you have hyperspace comms you should be able to immediately redirect retreating ships (Still not back to the same planet)
  • Split the ship stacks so that they fill two front lines…
  • Option to increase the size of the combat screen.
  • 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)
  • Limit / Customize the flag colors (to be changed when scrolling over them)

Later:

  • Declare war and ask join war the same turn:
    • Swap the messages
    • Option to remove "Ask join war"
  • Some Achievements options.
  • Monsters:
    • More Planet Monsters Guardian.
  • Add a temerity setting to custom species.
  • 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.