The elder races had sent probes to every promising system long before man had discovered ear-wax, and so they already knew of planets suitable for colonisation. Invention of the warp-drive finally allowed colonisation over such vast distances, and made those long trips with the kids to visit relatives seem almost bearable. "Are we there yet?" "How many light-years to go now Dad?"
Nightblade13
Ack - that should be "if moves_left > 0" :\
Autopilot allows an extra move/action if moves_left > 1 Example: Constructor is one space away from a starbase, with one move left. If you Autopilot to the SB, the constructor moves one space AND brings up the add-module interface. However, if you are already next to the SB but you have zero moves left, the Autopilot now (correctly) queues this up for the next turn. Using this bug allows an extra move/attack/add-module/land. It seems to effect the computer's actions also.<b
Perhaps each SB's graphic could be determined by the modules? Put mosty military mods into a SB and you get a military graphic etc.
I vote for a maximum number of starbases per sector, probably three, and for "2) penalty affect BONUS production as well". BTW - Shouldn't option 3) above read "_increase_ the penalty" ?
How about using a bug/RFE tracking package? ;) Preferably one that would allow users to rate enhancement suggestion, and perform search/filter/sorting functions?