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Scale 3600 Gargantuan Hull(giving a damage bonus, reducing RoF), linked to a size 4.00 Fusion torpedo (nuke missile with awesome AoE).That includes customizing your race/empire.Īs an example, here's my endgame Superdestroyer design from SR1: The developers stated they are aiming to recreate the complexity of that as they add more ship modules but as it is now, designing ships is pretty barebone.
STAR RULER 2 REDDIT MOD
On the other hand it doesnt have the SUPERCOMPLEXFUNCRAFTING of ship designs that came later in the lifespan of Star Ruler 1 with Galactic Armory mod and such. I've got mixed feeling after playing this for a week, on one hand it does away with exponential orbital construction/planet production in favor of a pretty solid resource management which makes you weigh your decisions on what you rather focus on Clear hex placement shows you where you have it at.īut, clearer visuals and hopefully a more easily usable camera that doesnt get distracted by vast, empty space. Another thing is the part where they mention ship construction, notice those construction hexes and how the scale/size difference is noticeable? Another great thing as you dont have to worry about your fusion generators on warships being exposed because you placed the internal components a few degrees off and that left the fusion drives exposed to shots from one side. So if they take out some of the features that were redundant empire micromanagement and add more macromanagement tools, thats great news imo. One of the gripes i had with the original was that you pretty much had to reinvent the wheel with any new game/empire you started and it wasnt simple like say in dwarf fortress where X action in Y situation results in Z result, balancing resource income consumption on an ever-rolling move to outpace other empires in a galactic race for supremacy can get silly since it was rather tedious to micromanage orbital refining platforms on planets in a galaxy that was, say 1000 solar systems large (if your computer survived it after three hours of gameplay) I'm not sure how many of you have been into 4x space games, apart from a few old names i remember discussing these with but the decision for the Star Ruler team to take the next step in developing a new game with learning on the mistakes of the old one seems to me really good news.
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The main currency resources in the game (Money, Influence, Energy and FTL Fuel) will be discussed in later dev diaries. Only through setting up your empire correctly can your planets produce the four main currencies, and finding the right resources to continue building up your empire is key. In SR2, managing the infrastructure and cooperation between your planets becomes vital. At the same time, most of the economy management came down to choosing what type a planet should produce, and each type of resource became an almost interchangeable currency. You had access to a number of different resources, generated with arcane mathematical formulas and deposited in your galactic bank. In our previous game, Star Ruler 1, the economy was both too simple and too complex. Good evening! As our first dev diary, coupled with the announcement of the game, we thought it would be a good idea to describe one of the core mechanics of the game: The Galactic Economy. These Dev Diaries are intended to give you a perspective of our process while explaining the future mechanics of Star Ruler 2. As space strategy fans, the Star Ruler 2 dev team spends a lot of time discussing and designing the mechanics of the game and trying to learn from the ways in which the first game fell short.