I have only recently started playing SEIVG, so I am currently trying to get the feeling of the game mechanics through game setups that expose its certain aspects in greater detail.
So one of my experimental games is having, among others, the options of finite resources and no warp points set.
So here are the questions arisen so far.
1. what is the difference between standard and finite resources? As far as I see, in non-FR games, planets are having their values expressed in percents (0-250%?), while in FR games, values are real number of resources that an object can be mined for. Both cases can benefit from the VIP, but (maybe I am wrong, I haven't yet checked it) in FR VIP can't improve value that is 0. So in FR, VIP impove in percents of the actual current value, while in non-FR, it adds fixed amount of resources to the value (in percents), right? Well this can be tested.. Anyway, what are the actual disadvantages of FR setting over no FR?
2. What pissed me off is empire-vise resources storage limit (50k of every resource type). When it is reached, any resources generated at the mines are wasted. ok so far but the really annoying is that the object value is actually decreased! So I guess there MUST be a way to either turn off the mining facilities (currently I am just scrapping them), or a way to increase the empire storage capacity (although useful, this would be incomplete solution). Sorry if I am missed something here...
3. Some UI issues.. Is there a quick way to get to the production queue of a planet from a system view?
P.S. ok I guess some answers are negative
so is there some kind of a wish list for the game improvements somewhere? Another little annoying thingie is that mouse wheel is unused in scrollable lists...
It seems to me that unlike many "bigger" games, this one is somewhat better supported by the developer(s)...