tesb

tesb

Joined Member # 3123704
13 Posts 5,053 Replies 4,124 Reputation

the reason why i got some research and the research project is that i don't need that much production. i can pump out any ship in 1 turn and because you can not build multiple ships per turn the production is pointless. having said that i don't need the research either for the same reason, you can only finish a tech a turn and i don't need the money because i get enough already. You should also take in account multiple bonuses from starbases, e.g. if you have research and manufact

94 Replies 3,090,492 Views

i understand why this is happening, i understand the system. however, i think it is bad because it is: -unintuitive -too complicated -too flexible (sliders and manufacturing conversion make specialization not a long term development commitment, just change a slider) -micromanagement intensive (each planet has it's own slider setting to gain maximum effectiveness)

94 Replies 3,090,492 Views

i am not against flexibility and complexity on their own, but i am against them if they are unintuitive and micro intensive. in the end i want an economic system that allows for many gameplay options, while being easy to grasp. personally i can live with the current system, but for stardocks sake, if you want to have some accessibility to a wider audience besides accountants. :) i am not sure if it is intended as you say and i am skeptical if it is working as intended unless the dev s

94 Replies 3,090,492 Views

Preamble: I quite enjoy the game and it's many innovations in comparison to the predecessor. I will not focus on the parts that are good however (buildings with adjacency system, shipyards linked to planet and improved graphics). A) Govern Panels: In theory they are quite good, because you can specialize each world, e.g. playing as the Yor i usually had production + wealth or production + research. productions seems always necessary to produce

3 Replies 1,815 Views