Resource deficits and you
Posted: Wed Mar 16, 2022 9:27 pm
Hello everyone.
Let’s talk about resource deficits. While I’m not against such gameplay mechanics it could be extremely annoying sometimes. It’s annoying because game doesn’t provide any really useful tool to prevent and fix it.
Small example. I haven’t… let’s say polymer. Most people (me too) starts noticing the issue only when all ship production literally stops. This is a bad thing. Especially, when you’re at war. How to fix it manually? It’s a tedious work.
1. Check what types of planets could have polymer (thanks for the tooltip in the resource description!).
2. Look at your closest space for this type of planet. This is the most boring part – click all 10-20 systems, check planet types (planet list from DW1 where are you???).
3. Pick explorer ship(s) and send them manually to explore desired planets ASAP.
4. Hope that needed resource will be founded (if no, you’re greatly f….d up).
5. Hope that miner ships will start mining immediately (no issue here mostly) or build mine base.
Leave everything to automation DOESN’T work at all. Theoretically it could be fixed in a few decades of ingame time. But imagine what will happen with your empire if you won’t be able to build ships a few decades.
Hoping for some trade with neutrals or other empires DOESN’T work at all too.
How could it be fixed? Well, as I said deficit itself is a fine thing it provides some additional challenge (for me at least). So I want it to be present. But some adjustments needed I think.
1. Easiest way. Make sure that galaxy generation put all needed resources near your first colony. Boring.
2. Harder way. Add warnings for resource shortages (only normal, not luxury). In resource menu add function to check all POSSIBLE locations for a resource (now only known). Ideally add command for explorer ship to check for a needed resource on a specific type of planet.
Let’s talk about resource deficits. While I’m not against such gameplay mechanics it could be extremely annoying sometimes. It’s annoying because game doesn’t provide any really useful tool to prevent and fix it.
Small example. I haven’t… let’s say polymer. Most people (me too) starts noticing the issue only when all ship production literally stops. This is a bad thing. Especially, when you’re at war. How to fix it manually? It’s a tedious work.
1. Check what types of planets could have polymer (thanks for the tooltip in the resource description!).
2. Look at your closest space for this type of planet. This is the most boring part – click all 10-20 systems, check planet types (planet list from DW1 where are you???).
3. Pick explorer ship(s) and send them manually to explore desired planets ASAP.
4. Hope that needed resource will be founded (if no, you’re greatly f….d up).
5. Hope that miner ships will start mining immediately (no issue here mostly) or build mine base.
Leave everything to automation DOESN’T work at all. Theoretically it could be fixed in a few decades of ingame time. But imagine what will happen with your empire if you won’t be able to build ships a few decades.
Hoping for some trade with neutrals or other empires DOESN’T work at all too.
How could it be fixed? Well, as I said deficit itself is a fine thing it provides some additional challenge (for me at least). So I want it to be present. But some adjustments needed I think.
1. Easiest way. Make sure that galaxy generation put all needed resources near your first colony. Boring.
2. Harder way. Add warnings for resource shortages (only normal, not luxury). In resource menu add function to check all POSSIBLE locations for a resource (now only known). Ideally add command for explorer ship to check for a needed resource on a specific type of planet.