Quality of life improvements

Feature development is in a bit of a holding pattern for two months while I wait for rest of the alpha artwork to finish. In the meantime, I’m doing mostly bug-fixing, AI work, and general “quality of life” improvements.

As an example of the latter, consider the following comment I received on the explorminate forums. Here’s a snip:

“What does the “notes” section entail? Is that just a text field that you can write whatever you want? What happens if you write something longer than there’s room for?”

So, that’s totally NOT what the “Notes” field does, it just provides some simple info as in the original game. But his suggestion was much better, so I changed it to work that way instead. This is a great feature for adding personal notes to help you keep track of your growing empire:


Then, in this post on the Realms Beyond forums, I stumbled across this undocumented feature in the original MOO1.

“When you press the = key while allocating reserve spending the game will auto allocate enough reserve funds to double production for that turn. “

Holy Cow! How many times have I played MOO1 and would have loved to know about that feature! Managing reserve can be a tedious activity, so any common-sense feature that simplifies it would be great. So naturally, I modified ROTP to automatically default the “Transfer Reserve” slider to the maximum amount that can be used by the selected colony in the next turn. This takes into account reserve already allocated to the colony so that you don’t actually double-send. Here’s a screenshot example after simply hitting the “Transfer” button:


As you can see on the left, Meklon will have a total production of 563 BC next turn (478 net). This means it can use up to 563 BC reserve to double its production. The reserve slider works in increments of 2% (50 ticks), so it defaults to transferring 569 BC. You can always still increase or decrease it, but this is a great default value to provide.

This is why I read and participate in MOO1 discussions across multiple forums. There are so many great ideas out there, some big and some small, just waiting to be recognized. Thanks!


4 thoughts on “Quality of life improvements”

  1. Great stuff. In a similar vein, maybe colony transports could remember the last number sent from that planet?

    Perhaps I send 25 from Meklon but 10 from smaller planets. Those ints could be stored at a planet level and be the starting slider amount the next time I transfer.


  2. Trying both response types– one through website and other through email.

    This may be bordering on feature creep and not QoL but do you have plans for customizable options in universe generation?

    Obviously size and number of races will be present. What about things like: %rich/ultra %artifacts? Turn off ultra poor? No asteroids but tiny planets instead Lots of asteroids! Nebula on/off Orion on/off Orion placed in center Higher/lower density of systems in X parsec range.

    Maybe I’ve just been spoiled by moo2 options in config files but I’ve found those settings can result in some pretty unique playstyles. Great work!

    Sent from my iPhone



    1. Those will be added at some point. The original plan was to replicate the MOO1 ruleset with the first release, and then add MOO2-related features with the second.

      Things like galaxy generation options are pretty easy so they may go in the first release if there’s time, but they won’t be added until all of the MOO1 features are done


  3. Another quality of life improvement on my wish list: any time you click on a planet (whether to send more pop transports, or for any other reason), you should be able to get a quick total of the number of transports already en route. The original MoO1 only gives you that information when asking you if you want to bomb the planet with your fleet.


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