vaendryl

vaendryl

Joined Member # 4433821
1 Posts 3 Replies 305 Reputation

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

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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.

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[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

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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

25 Replies 276,036 Views