so I make a post critical of your new expansion and you just delete it? now that's a great way to run a business! look stardock, I honestly don't even give a fuck about that but I hope you realise you and your crappy 30$ DLC can go suck it.
vaendryl
dude, seriously. trinity is far far cheaper and is on sale fairly often. rebellion is exactly the same as far as interface, ships, graphics, sounds, voices, etc etc goes, except for a few MINOR differences that they're charging you a high premium charge for. there is no way it's a good deal so just go for trinity.
So for the last few months I got excited about rebellion and for some unfathomable reason I was assuming this was actually a true sequel. turns out it's just the same game again but with spanking new corvette ship, titan ships that's actually not that much more powerful than a normal capital ship (just costs an arm and takes an age to build). and a few more techs thrown in the existing tech tree for good measure. 30 bucks pls! man, that took them this long to make? I'm wtf
I'm happy to see that most people agree with me about this system being very wonky. not so much "unrealistic" as it is "absurd". at least I'm not going insane, as I was really doubting any developer could think this was a good idea. to be fair, although it's a nonsensical model, it makes the game harder and more complex, forcing the player to really think about a strategy to cope with the system. though the result is difficult to describe as fun, having a more logica
the way focus production works is not entirely clear to me, but it definitely doesn't cause you to "allocate all of a planets production points to either military, social or research". setting your slider to 100% social and setting focus on research does allow some research to be generated, but it's very inefficient.
[quote who="Zarnick" reply="5" id="2932313"] I use the sliders as a priority system: military at a minimal 2% and social most of the remainder (so that planets building social improvements divert nearly all of their production to that; if not, their production is all on military). You somtimes need some adjustments if your planets are on auto-terraform or auto-upgrade. The research rate is the usual balance between investment for
So I've been playing around with dread lords for a bit and so far I've come to the following understanding of the economic system of the game: -the player builds improvements such as factories and pays maintenance for them, depending on their tech level. -the player sets the budget for how much of the total industrial capacity actually gets used. (for the rest of this post I assume this stays at 100%) -the player also sets what distribution the 3 main money-sinks th