Suggestions and Ideas

Ah, I didn’t know about that :slight_smile:

It’s a shame really because it would be super useful and is hard to do in a spreadsheet without real time updates from the game.

I have an interesting idea for the next iteration of the economy.
Normally a economy in a game is built around the game itself. The main difference being that there is no output or goal here, where normally it would be to feed ships or weapons into the main game. I would suggest that artificial outputs be added, in the form of Market Makes for high tier products that only would exist to consume resources and put money into the system.

For example, Civilian Prefabs, or Patrol Craft. Items that serve no purpose for the economy, and are just consumed by a planetary government or something.

This give players a reason to focus on higher Tiers, as well as more production chains that have a definitive end goal. Instead of players building to supply the current MMs, they could direct their attention to MMs that are purpose built for selling to them. Bonus points for having a variable buy price to spice things up as well.


Hi, sweet little game you’ve got here. This is a random dump of ideas from game chat, they make sense at the moment but may or may not have other undesirable consequences:

  1. Exchange orders need to have a minimum amount of time they stay open for after having been placed (1 hour?). This is to prevent an annoying behaviour with another exchange player undercutting you by 0.01 ad infinum until one of you has to go offline. The deposit placed on older orders would prevent spamming 0.01 orders.

  2. Placing bids/asks 0.01 less or more than the top bid/ask in illiquid markets where there are few players or it takes a long time for exchange to match buyers/sellers. It makes price movement very slow and the person to break the salami-slicing trend and compromise to make the deal bears the brunt of the value loss on that trade against the gain of the majority who do nothing to make the market (by moving 0.01). Market making should be encouraged imo. The idea is to have a a minimum % increment/decrement on new bid/ask to encourage the price to move and market to be made. What if somebody places 1-unit order? Then, other players always have an option to select the same price and provide more volume at the same price point. Orders would need to be filled in the same quantity for all players sharing a price point.


Especially with the 0.01-prices: if they introduce a price-range, they can also have possible (minimum) incrementals of that base-value. That could even distinguish between players (as planned with the possible price-range) and say have a minimum of 1%, 2%, 5% change to the last price, else you have to match the existing price. Maybe that could even be different for sale and buy-orders: buy-orders have to distinguish by 5%, sell-orders by 1%?

And the minimum time: i agree, maybe just have a timer for deposit (you can withdraw) or have a “fee” if you withdraw within a certain timeframe…

I’d like to second the suggestion above for general sorting/filtering of all tabular data. Especially in the market, I was surprised to not be able to do things like sort by demand or price.

I’d also love to see a way to share screen layouts, maybe via something like Factorio’s “blueprint strings”.


I see some potential in this game in efficiency of productions.

#1. There could be a better scaleability. Larger order should be slighltly more efficient.
#2. Same is for more than one building of the same time when producing the same.
#3. There could be upgrades for buildings with items that already exist (e.g. electronic components)

Of course balancing this is essential. As space is rare, #1 and #2 should allow new players to come into business by setting up broader production as older companies would close them to safe space when expanding in supply chains.

1 Like

Alright, here’s an idea that I also wanted that old game Neptune’s Pride to do: Let me schedule future actions, as much and as far out in the future as possible, in as many contexts as possible. That way I don’t always have this anxiety about logging in as soon as possible after a countdown so I can start the next action.

Little thing: Put pioneer habitation at the top of the top of the base > construction > infrastructure list. We lose some people at the door because they can’t figure out what to build first.


It kinda is already. Pioneer/Settler habitation is the first building on the list. I know most packages use Pioneers only at beginning, but Fuel Engineer needs Settlers.

Sounds good but… Fuel Engineer package is short LTA and LSE for P/S Barracks. So all the packages have to start with the Pioneer Habitation, waaay down the list.

1 Like

Don’t know if this has been discussed before, but have there been any ideas about waste products produced by companies? In the real world there is a large industry for waste management, and say, for example if your total population were to produce X amount of general waste per member then it would open possibilities for disposal systems. These could be recycling plants to make plastics and metals like AL, or using the incinerators to burn off waste to create C and other basic materials. Obviously more advanced systems could be used requiring settlers and technicians.

Also, a build-up of waste at your company could harm efficiency, as who wants to work next to a pile of trash?


When adding Energy to the game ecological cycles could be a fine enhancement.

Right now we produce Carbon out of Water, light and time. But there could be also Carbondioxid in the atmosphere of planets which is “refilled” by some of the production plants and by energy plants… Waste from production and consumption incl. dirty water could be also a good cycle… and energy or light can also be used to produce pre-chems such as Syngas from solar plants out of gases such as Carbondioxid in the atmosphere.

Basically the idea is that players also create resources of planets.


Not sure if it’s already mentioned, but I would really like a confirmation dialog when deleting screens.
This is (I think) not a frequently used button, so wouldn’t annoy people much, but helps a lot to prevent accidental deletion by mis-clicks.
I’ve managed to do this when checking apex with my mobile, and it wasn’t much fun.

Once you delete a screen, an “undo delete” button appears at the end of the list which does what it says :slight_smile:

1 Like

Right, I completely missed that. I’ll look for it next time :slight_smile:

A closed cycle for carbon and maybe also for other resources. The smelter, the incinerator and also workers would produce CO2. (Workers would need O2 in addition to rations.) The (hydroponic) farm needs the CO2 to produce plants and O2. Since some of the carbon would get trapped in cotton or plastic, some planets could have CO2 in the atmosphere or C in the ground, that enters the cycle.

1 Like

While technically correct for a lot of things (take water for example…you would recycle close to 100% of water so you wouldn’t have to provide fresh water all the time), closed cycles make balancing a nightmare and would eliminate even more material sinks from the game. So I doubt we’ll implement them anytime soon.

A way to filter / sort CXOS (my exchange orders) because my long term buy/sell orders get berried with all my completed orders.

If not, would be good if outstanding orders and past orders were separate buffers.

Or finally, if placed orders were ordered first.

1 Like

Auto-complete behavior for commands like BS , POP and FLT , MAT, CXOB, etc would be really nice. I find that the command system works well if you have something to copy but getting to the buffers about those things is normally easier using the UI.

1 Like

That is definitely on the list of things to come at some point :slight_smile: