The FTL changes weren't really about performances. There may have been some performance issues with wormhole drive (can't remember for sure), but those changes were for gameplay reason. Like fleets not being able to catch each other, easily bypassing defending fleets and directly appearing at someone's homeworld. That may be realistic under some physic models, but it wasn't all that fun.
Being able to pick between different FTL types was nice, but it was always best when everyone used the same type. Mixing didn't work well
Being able to pick between different FTL types was nice, but it was always best when everyone used the same type. Mixing didn't work well
No. Pops of the same species can have different traits (for example gene modding or certain events). So the game doesn't just have to check which species is best at something, but also which pop. And those traits have to be factored into resource calculations, like increasing the output for industrious, thrifty, strong, etc.Are you using the term "pop" in lieu of species here?
I wasn't really referring to your idea. That could work and it's certainly interesting. I was thinking about a better way to handle things within the current framework where you have distinct pops. And it was only a hypothetical about what could be done better with hindsight. With all that is known now I think the cost of each pop having its own traits is just too much. But I seriously doubt there will be another drastic overhaul of the game at this stageBecause my solution takes into account different species with different traits living in the same planet. They just have different distributions in the workforce.
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