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2019-11-13 Resources, Manufacturing, Skills

#7
Rock-based limits are a mistake, unfortunately. They are totally out of kilter with everything else in your cities - manufacturing potential, population, building size, ship requirements...and they bring back the least fun part of the game, tooling around slowly with dry eyes, waiting for the resource view to catch up, peering out for nodes, then desperately hoping the grading needed to put a building there doesn't destroy the resource.

Better implementation: allow a single node to yield as much resource as you like up to a world-limit based on abundance and surface area. A 10km world with 1% ore can have 1n ore-extraction processes. A 10km world with 5% abundance can have 5n. A 20km world with 5% abundance can have 20n processes. 

Sets sensible limits without adding frustrating busywork and makes that abundance figure in the scan actually useful: we've all encountered worlds with a supposedly good abundance where no actual nodes are visible, and torn our hair out accordingly.
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RE: 2019-11-13 Resources, Manufacturing, Skills - by Vectorus - 11-14-2019, 10:20 AM

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