About social governors - usage and minor improvements
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Stardock Forums
I've seen lots of complains about the governors, but so far I have not understood why you cannot use them and I definitely have not seen any clear new idea on how to change them.
I myself can use them just fine. I know they are just a queue, but there isn't any other way than queue to build new improvements . And with those 4 governors you can easily make 4 different queues to suit 4 different needs (and thats is just enough for me atleast).
I try to explain how I use them:
So far I've been using just 1 governor for all planets and just added new things when they pop up and reorder the queues based on my needs. And then I've used the most social productive planets to build those wonders, when I see that they suite my needs (these planets can be easily picked from planet list).
Problem with one governor is that it doesn't do best job for both class 14 and class 26 planet. Eg. class 14 needs to focus (especially early in the game) more on upgrading the planet quality and morale improvements where as class 26 can go for maximum production improvements.
So I've now changed to use 4 different governors depending on original planet class:
1st for class 13-14 (I do colonise these),
2nd for class 15-16,
3rd for class 18-19, and
4th for class 20<.
I just assign the correct governor in the beginning when I colonise the planet, but so far I haven't played enough with these so I cannot really say what are the best queues for each class, but its quite easy to adjust them during the game: eg. your morale on class 18-19 seems to be lower than on other, so just prioritise more morale improvements there.
If somebody has better ideas on how to use these governors or even how to reimplement them in new way, please share them with us.
Then few improvements to current social governors:
1. Change the UI so that you can see the effect and cost of improvements in governor screen. It is really annoying to jump between some planets and governor screen for like 10 to 20 times to just add/prioritise new improvements in queue.
2. Make the planet detail screen stable (it is crashing for me still too often).
3. It would be nice to have option that doesn't show those planets after each turn that are under governor and that still have something to build (its very boring to click through them).
4. With item 3, it would be nice to have a "show planet" item in queue list, which would bring up this planet when it reaches this point of queue regardless of setting in item 3 (maybe with some special popup). This way it would be easy to define check points where you could see how your planets are developing with current queues and then readjust them or use these points to check if I should now start building wonders (eg. when planet has completed all small imprvements + manufacturing center).
And 1 improvement to military governor too: Autolaunch option for those ships that cannot take population. When ship gets finished, it just autolaunches it and doesn't show the planet screen (it is very annoying to just launch 20 constructor in 1 turn (needs whopping 40 mouse clicks, aargh)).
I myself can use them just fine. I know they are just a queue, but there isn't any other way than queue to build new improvements . And with those 4 governors you can easily make 4 different queues to suit 4 different needs (and thats is just enough for me atleast).
I try to explain how I use them:
So far I've been using just 1 governor for all planets and just added new things when they pop up and reorder the queues based on my needs. And then I've used the most social productive planets to build those wonders, when I see that they suite my needs (these planets can be easily picked from planet list).
Problem with one governor is that it doesn't do best job for both class 14 and class 26 planet. Eg. class 14 needs to focus (especially early in the game) more on upgrading the planet quality and morale improvements where as class 26 can go for maximum production improvements.
So I've now changed to use 4 different governors depending on original planet class:
1st for class 13-14 (I do colonise these),
2nd for class 15-16,
3rd for class 18-19, and
4th for class 20<.
I just assign the correct governor in the beginning when I colonise the planet, but so far I haven't played enough with these so I cannot really say what are the best queues for each class, but its quite easy to adjust them during the game: eg. your morale on class 18-19 seems to be lower than on other, so just prioritise more morale improvements there.
If somebody has better ideas on how to use these governors or even how to reimplement them in new way, please share them with us.
Then few improvements to current social governors:
1. Change the UI so that you can see the effect and cost of improvements in governor screen. It is really annoying to jump between some planets and governor screen for like 10 to 20 times to just add/prioritise new improvements in queue.
2. Make the planet detail screen stable (it is crashing for me still too often).
3. It would be nice to have option that doesn't show those planets after each turn that are under governor and that still have something to build (its very boring to click through them).
4. With item 3, it would be nice to have a "show planet" item in queue list, which would bring up this planet when it reaches this point of queue regardless of setting in item 3 (maybe with some special popup). This way it would be easy to define check points where you could see how your planets are developing with current queues and then readjust them or use these points to check if I should now start building wonders (eg. when planet has completed all small imprvements + manufacturing center).
And 1 improvement to military governor too: Autolaunch option for those ships that cannot take population. When ship gets finished, it just autolaunches it and doesn't show the planet screen (it is very annoying to just launch 20 constructor in 1 turn (needs whopping 40 mouse clicks, aargh)).