UI help and/or QoL feature requests

Posted on Thursday, May 28, 2015

Hi all,

First of all, let me say I love this game and I really appreciate that Stardock is still releasing weekly patches.

Anyway, I have been bothered by a few UI limitations and I was hoping that either there is a secret workaround that I haven't discovered or that there isn't a workaround and maybe a dev will see this and think "oh I could fix that in an hour".  So here we go:

1) Planet screen - Once I select a building in the right bar, I cannot easily unselect it (except by leaving the screeen, selecting another building).  Why would I want to do this?  I want to select resource tile to figure out what it's good for.

2) Colonization decisions - I usually send out many colony ships on autopilot.  When a colony ship arrives, I get a non-postponable colonization decision for a planet that I don't remember (Was it a ghost world?  Is it deep in my space or on the frontier?).  This is important because I usually like to stack bonuses (e.g. a ghost world is going to go pure research and therefore I don't care about wealth bonuses).  Now I suppose some purists will always choose Benevolent/Pragmatic/Malevolent, but I like to consider all aspects before making this decision.

3) Starbase module building - Similarly, I send out many constructors on autopilot.  When a constructor arrives at a station, I get a module building decision for a starbase I don't remember (Was this an elerium mining station or an antimatter mining station?  Is it in a safe spot?).  Fortunately, in this case, the decision is postponable, but things can get messy if multiple Constructors arrive at various starbases on the same turn.