Still loving the game, just thought I'd offer some thoughts on how trading is curently.
The trades offered could do with more variety - in each of my last three games I had three completely worthless societies, offering things I had hundreds of and had no use for, like firewood and planks. In two of those games I didn't see a single soybean seed or flax seed. Maybe rep could build up as it currently does, but higher rep means a greater variety of possible trades, ore more favourable deals?
It feels a little weird using rep as currency, instead of just trading stuff for stuff, but I appreciate that's simpler than figuring out exchange rates for every tradeable resource. I think it would be better and more flexible though.
Any item traded should be off-limits to my colonists - I just failed a potato delivery becuase my colonists insisted on eating them as fast as they were harvested, despite having literally hundreds of other food items in storage. Same thing happened with meals. I think my colonists are trolls who only wnat to eat things I'm trying to trade
I'm not convinced of the gameplay value of splitting every trade over several deliveries, particularly when I have everything that's requested - it just feels unnecessarily fiddly. That becomes more noticeable when I see that I can only carry six carrots per delivery, or four meals (cooked, messy, rapidly-cooling meals) every day for two weeks. It would feel better if each trade just took a certain amount of time, based on distance, rather than slowly trickling in over a couple of weeks.I'd keep the deadline, but it would start counting down from the moment the trade is offered, and we'd have that amount of time to get everything ready and deliver it.
Also the travel time displayed on the map is odd - every delivery takes one day, but the colony I'm trading with is apprarently 3 days 16 hours away. I'm probably missing something here but it makes my brain hurt
That's it, thanks for reading!
The trades offered could do with more variety - in each of my last three games I had three completely worthless societies, offering things I had hundreds of and had no use for, like firewood and planks. In two of those games I didn't see a single soybean seed or flax seed. Maybe rep could build up as it currently does, but higher rep means a greater variety of possible trades, ore more favourable deals?
It feels a little weird using rep as currency, instead of just trading stuff for stuff, but I appreciate that's simpler than figuring out exchange rates for every tradeable resource. I think it would be better and more flexible though.
Any item traded should be off-limits to my colonists - I just failed a potato delivery becuase my colonists insisted on eating them as fast as they were harvested, despite having literally hundreds of other food items in storage. Same thing happened with meals. I think my colonists are trolls who only wnat to eat things I'm trying to trade
I'm not convinced of the gameplay value of splitting every trade over several deliveries, particularly when I have everything that's requested - it just feels unnecessarily fiddly. That becomes more noticeable when I see that I can only carry six carrots per delivery, or four meals (cooked, messy, rapidly-cooling meals) every day for two weeks. It would feel better if each trade just took a certain amount of time, based on distance, rather than slowly trickling in over a couple of weeks.I'd keep the deadline, but it would start counting down from the moment the trade is offered, and we'd have that amount of time to get everything ready and deliver it.
Also the travel time displayed on the map is odd - every delivery takes one day, but the colony I'm trading with is apprarently 3 days 16 hours away. I'm probably missing something here but it makes my brain hurt
That's it, thanks for reading!