I would disagree that strategic and luxury resources are not a reason to change your approach. Planet size also matters - a three planet system with a huge and/or larges can often match or exceed 4+ planet systems without those. You do have to make decisions early on regarding where to expand and which planets to colonise when, according to your research order. This is true to some extent, in that the higher planet systems represent the better investment long term, but it can definitely matter what those planet types and climates are at the start of a game when your colonisation tech is variable.They may be along to respond with their perspective. These are mostly well aired complaints and I can think of some specific people who have targeted these issues for mod projects, some of which is currently available, some still in progress. "Oh dear, can this be true? A planet with a population limit 3 can have a moon adding +6 population? I didn't see that coming. "This System has nothing to offer for economy, but this special moon is magnetic which reduce projectile accuracy by 75%" Without having the fixing-technology it's impossible to settle" "This is an epic system as it's tiny, but has 4 ressources" There are a lot of new features added, compared to the old games, but it feels as if half of the elements from it's predecessors are missing or badly used.įurthermore most of my points are questions of balancing, as all the features are given to make space great again, they may just be adjusted a bit.īy this I try to say, that the game is not entirely bad, but not using it's full potential at its current state. Only Industry matters.īy now I am pretty much not impressed by this game, not to say disappointed. This never changed my ship design any longer than a few rounds and I only focus on industry to spam non-strategic designs. Even when Strategic costs for ships come up, I barely had a problem getting enough of them as a single deposite seems always enough for everything, and anything else can be solved by the market. No reason for exploration, trade or whatever. Same old story: You don't need to go anywhere, civil delopment can grow at home. Now I cannot remember a single one, expect for wonders, that did need one. I remember in ES1 I had always some standard buildings which require strategic ressources. Nobody knows what that means: Every tooltip must be rewritten and icons redrawn.įor me this is a real loss of potential, as if nullifies the option to play tall, make migratio pointless food producing planet still more boring. No real reason for any thought about the Food ressource, which turns the FIDS an IDS. I did never put a special focus on food, but after 100 rounds most systems are close to their population limits by themselves. Then there is a ressource I can pick it as long as neededĭespite the fact that population is King, they grow like rabbits. It's all about growing your population, while there is nothing out the which can impress your civilisation. If there is a luxury and a strategic ressource on a 1 plantet system, I will ignore it. If there are 5 bad anomalies on a 5 planet system, I will take it. If there are special anomalies, luxury or strategic ressources, they might be nice to have, but never every a reason to change my game behavior. Nobody ever cares if this population is on a barren wasteland or in a gas cloud, as planet type might have an effect, but compared to population it's negligible.Īnything is negligible. If there are 4+ planets medium or higher, it's a good system, as it will inhabit a lot of population - and population is king. When I look at a system, I don't care if it's a dark sun or a frozen johurt planet. First I wasn't sure, but now I know for sure: There is nothing in Space worth to conquer! It's boring!Īctually All planets get rated by their size. What does the title mean? I played a few games and started to wonder.
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