Overall, I've really enjoyed the game (single-player) so far. I really enjoy the economic RTS aspect, and the game is pretty much what I expected from watching the online videos.
Understanding the Game: Watching the online games, Soren often says things like "I think water is going to be really tight this game so I'm going to go this direction...". It turns out this sort of understanding/prediction is really hard to do. Perhaps it will come with the game. But there areas that might help understanding:
Gameplay
UI/Oddities
I really like the idea of some effects other than just increased consumption once a colony grows. Also it seems this community is very good as there is s lot of good feedback already (Including this post above)
Getting a more macro-view of what's going on in the world, with you, and with your opponents is something that we need to work on. It's not going to come soon, but we're thinking about it and making plans.
I completely agree. The charts and graphs at the end of the game are about a year old at this point and we need to take another pass on them and help provide more useful data. This game could have a million visualizations, but we don't have a big team nor as much time needed to do a million. Your question ("why did I lose") is one of the most important that those charts need to answer and we'll try to help answer that the next time we make a pass.
I agree. That's a relatively new feature for the game and Soren's been toying with it a bit. I'll point him to this.
Noted.
Yeah, I think that's part of the meta view that we're considering. I make a short-term band-aid with the "Quarterly Reports" to help reveal the situation of other players, but you need more information than that at times.
Honestly, that's unlikely. You can't underground nuke a spot so that it doesn't provide resources any more, buildings will produce them much more slowly. I also think that could lead to exploits. Underground nuke an early an now useless aluminium spot to get another tile for a research lab!
I really dislike autosupply. It's hard to track and it can destroy your economy without you knowing. That said, I'll tell Soren about this confusion and try to convince him to remove the feature!
Good idea.
What do you mean by that?
That's Soren! Hey Soren! Lookie here!
But, yeah, in most cases build your factories adjacent to your HQ or next to buildings that supply it resources.
I assume you mean Marsquake and the like? Or are there other events that are confusing?
Ok, I'll look into that.
Agreed. I will definitely fix difficulty soon. Will probably be in 2 updates from now.
Ah, great catch. Thanks!
That should be fixed in the next update.
Thanks for all the notes & suggestions! This is great stuff!
-Scott-
Autosupply does not use debt to buy resources. Debt will only be used for life support resources.
As for supplying buildings, unfortunately, the code has to make a judgement call about when to send the blimp and how much to fill it. (Do you always want it leave full? What if you only have 5 units of X? Should it factor in distance?) It's the type of thing that is hard to get exactly right, and I think the answer is usually better building placement. Have said that, if you have a video that shows a really bad resupply thing, please post it! thanks...
Quoting ,
I run into this problem in three ways:
One idea I have is to color the resource on the left (e.g. yellow) when a factory can't build that resource because of a supply shortage. I'm already tuned to pay attention to that column for market shortages and deficits anyway.
To clarify, I'm referring to the tooltips that appear when click the resource and hover over the building that is needed to produce it. The tooltips when you go to build are correct, and hovering over the building after it is build gives the correct value, but the initial tooltips seem to be hard-coded to 0.5, regardless of the handicap. (Mostly I was confused when I was looking at how engineering lab and adjacency interaction and trying to figure out how 0.5 * 100% * 50% was resulting in 1.8. The math worked much better when I realized the that in that scenario, there was a 20% handicap and so my buildings were starting at 0.6, not 0.5.)
Soren - I am aware that this is probably a design decision, would it be possible to change your mind on this? I would assume its there to make sure a player who isn't paying attention doesnt spiral into a deathtrape debt rate? --- An explanation could help in the discussion
The real problem scenario is that especially early when you have no money or resources, having those factories spew out glass is absolutely crucial.This gets made worse if you have a faction that shouldn't have any real money maker at that point, like the Scavengers. If carbon drops to 1 you're pretty much screwed.
It gets even worse as the difficulty goes up, like playing a CEO game for example.
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About all of the macro things from the OP, not having that information makes you have to check the map and see what your oponents are doing, since this is a macro intensive game, and there is almost zero micro management, its kind of one of the things you want to be doing. The graphs do show enough as to why you lost, sure they may not have a lot of data, but the resources tab shows who got rich on what. Usually the best indicator, that with you checking the map.
On that note, I believe that the fundome earnings are not on those stats.
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