Hey there!

I’m working on a sci-fi grand strategy game with a deep focus on economy and market mechanics.

I’d be curious about what you’d want to see in a strategy game like that. What economic mechanics have you enjoyed elsewhere? What annoyed you? What would spark your interest?

  • macniel@feddit.org
    link
    fedilink
    English
    arrow-up
    3
    ·
    9 days ago

    What I would like to see is, even when the fundamental science is the same, that different species have different technologies and different focus on materials to produce their unique constructions. That different species value different things as luxury than others (whats seem abundant on one species home planet is scarce on others or what one sees as high quality others see as utter junk and primitive).

    Just take a look at the early Stellaris, where empires had different means of transportation: hyperlanes/wormhole/warp drive which gave them an interesting twist and opposing factions need to adjust their tactics accordingly.

    This difference, but pushed to eleven, would be cool.

    • unchartedsectors@lemm.eeOP
      link
      fedilink
      English
      arrow-up
      2
      ·
      9 days ago

      Very good points, and yeah I loved early Stellaris too. It’s a shame they changed the FTLs

      Actually my systems allow to do such a thing seamlessly, and I guess I’d have done it in some way, but thanks for pointing it out, it puts light on a broader design space to explore.