Bugs
- Occasionally after buyout, newly-owned buildings become useless (not producing/shipping anything) and won't respond to the scrap shortcut. You manually have to click each, then click scrap, and rebuild the building at which point it will start working.
- Icons missing from some of the tooltip mouseovers on buildings resulting in missing image icon being displayed.
- Requirement for 'special' buildings to be built next to your HQ, but no requirement for them to remain there. e.g. you can mutiny an opponent's building next to your base, then build an Offworld connected to that. Once your mutiny runs out, you'll still have control of the offworld despite it not having HQ adjacency (may be intended, but seems odd to have a build restriction but not an existence restriction)
- ctrl-shift-down now moves the camera down when performed, rather than remaining stationary.
Suggestions
- All special buildings should trigger an animation when they 'activate'. For example, the pleasure dome should have the fireworks coming out of it when the income from pleasure dome > energy cost. The offworld already fires a great rocket into the sky. I'd like to see the hacker array activate (fire a beam up at satellites to relay the hacked stock information?) as well as the engineering lab (perhaps just flash/glow upon completion?) and patent lab (similar). This would give more animated 'life' to the planet, as well as give a visual aid to when an opponent completes something that isn't an entry in the text-log on the right or having to stare at their buildings to see when 'working!' stops being displayed.