Okay, there are a few things I've noticed that could really be improved upon in the game. As it is I give it a 4 Star rating, but with these improvements it's easily a 5 Star game.
First: A successful boarding action should allow you to capture the ship, instead of just destroying it, and at the end of the battle you get to choose which ships to keep and which ships to sell/release to pirates (do remember, the start of the Age of Piracy was governments giving Letters of Marque to ship captains, essentially giving them free reign to attack ships of foreign nations on behalf of their nations navy, and to keep most of the spoils for themselves).
(Rest to follow, the comment was to big.)
@Desideri0: The biggest benefit of the higher speed on the smaller ships is that it allows them to perform hit and run attacks against fortresses. The fortresses have a base range of 4, while all ships have a range of 3, so if used right a single Sloop can actually defeat three fortresses. It'll be a really long battle without some of those astronomically high crits, but anything with a speed of 4 or more can use the tactic (of course a Frigate is essentially a floating fortress to start with, so against a single fortress it can actually just go for a straight up slug match and expect to win if it gets the first hit). One thing to remember is that the dev used square ranges, so it's 4 vert and horz, not 4 vert plus horz.
My best suggestion for your next game? Let the player choose between Weapon Attack, Magic Attack, or Flee in battle (sorta like the Princess Maker games and their close relatives), with the stats gaining experience for each use after battle. So if you just used Magic Attack your Magic stat gets all of the experience, allowing it to level faster. Or you could go with a mixed experience system, where some of what is gained is based on the attack the player used and some is based on the attack the enemy used (since you're using the same stat for both offense and defense). That way if the player comes across a boss that is hard to defeat (because of an extremely high Strength stat when mostly encountering Magic using enemies) they can train the appropriate stat to defeat them without needing to rely as much on luck when training.
For what it is it's a great game. There's only one problem I see with it, and it's more of an annoyance than a true problem. You don't have a pair of 'dedicated training areas' (or maybe colosseums) each focused towards a specific stat to aid in training for the final boss. With how low of relative stats are needed it isn't a true flaw, but by the time I had a 26 Magic to defeat him I had a 28 Strength. Yeah, I went through his first form with ease, but you can do that with a 20 or 21 Strength as well, the extra 10 minutes to encounter enough Magic enemies to get my Magic trained up to a 26 so I could beat his second form (I didn't make it with a 25 Magic) was somewhat annoying in a short game, I don't expect them to have a 'required' power leveling stretch just before the final boss.
I have to agree with ibhi that including the option to shift the values of the 'bulk purchase' buttons would be helpful, especially for Investments in Wealth.
Also, add in a warning on structures that reduce core wealth that decreasing it can cause you to loose included systems. I just had my Footprint spike slightly above my Land from doing a large 'bulk purchase' of Natural Truth Foundations (although with having 332 of them I'll be able to have a few M, or maybe B, Active Truth fairly quickly for doing my next unfold tomorrow. I'm so glad there's an option for exporting the save files.
Kings are the way to make very large purchases. I'll be working on making them easier in a while. Also, when I do a proper rebalance (the very next thing on the list), it won't be so common to want to buy a billion of something.
@zethrindor: They are maxing out there because that is the decimal value of the hex value FFFFFFFF, which is a two byte integer. The developer forgot to set a hex cap, to create a point at which the value stops increasing so that the problem wouldn't happen. Probably figured that no-one would ever hit that point.
Also, in the Summary tab you have two areas listed as 'Core Empire Strength'. I think the second one should be listed as 'Other Systems' or something along those lines since it is purely focused on the other systems that you have discovered, whether they are Known, Occupied, Connected, or Included. As it is when first looking over the Summary tab it's a tad confusing.
I don't know why your comments are getting down-voted. It looks like you're trying to be helpful. I up-voted them all back to zero. Maybe someone else will pad them a little further.
Normally I'm not into idle games, but this one has actually managed to grab my attention. The only significant change I can think of to make to it would be to allow the Active Truth to provide modifiers to more than just Wealth, maybe have the player select the 'balance' of how it affects things for the next cycle when you end the current cycle. Don't get me wrong, the wealth bonus is wonderful, but being able to get some type of bonus on Science, Availability, Joy, or Identity (if not all of them) as well would be nice as well, as once you start to get significant ratios of land being used to keep your Core Wealth up the best thing for boosting the Core Empire Stats is the various Technologies from the Science, and once the additional systems get over a certain distance from you it becomes extremely hard to boost Culture enough to get them included, even with the tech bonuses.
It's on the list but there is a serious late-game balance issue that has to be addressed first. Always make sure your ideas are on the wiki, though. It ensures your idea is really, truly captured and it gives me some visibility (in the form of traffic and conversations) into what is the next most important thing.
{Comment Part 4} In the case of two guns the energy cost should be around 1.5x that of a single gun, because you can route some of the energy for one through the other, and in the case of two missiles either fire both at once or alternate sides with a halved reload time and doubled ammo (I'll admit, I'm a tad mixed here, maybe the first case for the 'swarm' type missiles and the latter for the 'heavy' type missiles). I do hope that you make a sequel, if you haven't already, and take this into consideration.
{Comment Part 3} The last thing I'm going to comment on is the weapon counts on the fighters. Each fighter has one gun and one missile, but that doesn't make any sense. As you gain the capacity to build larger fighters so to do you get more 'hard points' to mount weapons from. Now, I'm fine with every gun being the same gun, and every missile being the same missile, but the medium fighter should have two guns and one missile, the Bomber should have one gun and two missiles (to fit with the description of being a bomber, and it'll be able to sustain a longer burst of fire from it's single gun), and the Experimental fighter should get two of each. To be continued...
{Comment Part 2} I can understand to a certain extent only the larger fighters getting better shields and generators, but as you learn to make even better ones shouldn't you be able to better miniaturize the preexisting ones? Yeah, only the Experimental fighter would get the best of those two, but you could have slightly enhanced capacities for the Bomber, with the medium fighter using the third tier techs (without the capacity bonus) and the light fighters using the second tier techs (with a capacity bonus). Just from a strictly technological stand point that makes more sense. To be continued...
Dang, too bad you lost your files for this, because with a handful of tweaks it could be a great game. The biggest flaw with it is that there really isn't any point to the second tier upgrades for the fighters until you have second tier fighters, and rinse and repeat for the successive upgrades. This is really annoying because going by the descriptions of the research to get most of those upgrades (this is excluding weapons, engines, shields, and generators) you're just making more efficient use of the available space, which should apply to all fighters, not just the bigger ones. Instead the bigger ones should have higher base capacities so that the upgrades have a greater degree of effect on them. This would actually make the better guns and engines useful on the smaller fighters, although still not great, instead of just the better missiles. To be continued.....
Damn, I can't tell if the game is good or not. My long time headache with Windows 7 and screwing with the mouse in some games strikes again with the Unity Web Player, so every time I click the mouse 'jumps' to another location. I don't know what keeps causing this problem, and the only fix I've ever found is to set the option for 'Run as Administrator' for a program, which unfortunately doesn't work for my Steam titles with the problem and I have no idea where to find Unity to try that there. The mouse only acts up when in the main game screen though for maneuvering and firing weapons, all of the other screens don't have a problem.
The only distinct improvements I can see being needed are a formation editor, so you have the right units in the right spots, and adjusting the positioning of some of the pop-up boxes when choosing faiths as well as using a smaller text size in the info box. Really, even as it is this is still a really good game, although I'll admit that I rather enjoy the ones that can take 50, or even 100, hours per playthrough (such as Sword of the Stars), but you definitely found the sweet spot for the balance of this one.
I'll also chime in that the bonus stage is broken. The game feels like it could be really good, but with the bonus stage problem it isn't possible to play it long enough to find out. Until you can get this fixed it's only worth 1 Star.
Well, I finally got the barrier repairing to work, but the games difficulty still scales up way to fast to be practical for the non-masochists to enjoy.
The walkthrough the publisher mentions is nearly useless for this version of the game. I still haven't been able to prove that the barriers are fixable while playing, there are no single entrance rooms, and when in the super market the video walkthrough doesn't show any of the roid version zombies. Even with a merc I'm not sure this game is fully playable.
It's a rather good game, but it does have one critical flaw. The Shotgun class weapons fire a single round that only hits a single target. Their either need to be modified to firing a spread of rounds in a cone (for 1 ammo each) to simulate birdshot or buckshot, or else those solid slugs need to be given some penetration power. In the later portions of the game, where you have nearly solid waves of enemies the Scorpion out performs every shotgun, do to their lack of ability to harm multiple foes per shot (and yes, I cleared wave 59 with the Scorpion, though I did switch to a shotgun for the final boss, while throwing grenades like crazy). The cooldown speed of the minigun could also be tweaked a little, as it takes it to long to cooldown to be a useful weapon for normal use (though it is the best one when in Rage, it'll decimate the entire battlefield in nothing flat then), but it doesn't really need it as the RPG-7 and M24 Sniper do a superb job of handling everything otherwise.
Hmmmmm.......it could use a better means of de-selecting fleets than clicking on them again. I don't want to think about how many times I accidentally sent a fleet to a different planet with an incoming attack because I forgot to click it again.
Kings are the way to make very large purchases. I'll be working on making them easier in a while. Also, when I do a proper rebalance (the very next thing on the list), it won't be so common to want to buy a billion of something.