Originally posted by Sandman
You can signify a planet's suitability for colonization without resorting to tedious build-a-farm minigames.
You can signify a planet's suitability for colonization without resorting to tedious build-a-farm minigames.
In GC1, all worlds suitability was a very simple thing. But this made all worlds virtual carbon copies as to how the players managed them. This meant that worlds were only important for the ships they made.
In GC2, StarDock has decided to "Tile Up" the worlds. Players will be able to put different kinds of facilities on a planet's usable tiles. This is much more of an "Acsendancy" approach. Players will be able to specialize worlds (ie, make an industry heavy world, or a high population world to tax for money, or a world devoted to just research, etc etc etc), or players can build a balanced world.
Right now, Farms = People. If you want a lot of people on that world, you need a lot of farms. There is a minimal number of people to work a bunch of tiles, but most worlds only need 1 Farm (so far) to provide for all workers. Making more food results in more people, which can be taxed for more money.
Farms are being used to control the local people and direct taxes.
The truth is that in any game featuring biologicals, you will need something to determine max people. You can do it by housing (Acsendancy) or Food (MoO2) or both(Civ). The more you do it with, the more micro-management you risk forcing on the game-player.
I personally don't find farms out of place in SF games. I don't like spending a lot of time worrying about it, but when you run an empire, you do need to make sure your have enough food for your people. Just part of being a good God-Emperor, after all.
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