RNG producing broken start clusters
Published on Wednesday, February 9, 2022 By
I've had multiple clusters generate with pretty bad setups, the most recent in 77b was that there was something like 4 Durantium, which pretty much wrecks any kind of civ building since everything is hinged on this one resource. Could there be a solution to hard locks like this, perhaps instead of specific resources what if you made an omni-gel type resource "Hard Materials" that other materials could be converted into, so at least you weren't completely locked. This goes back to the game design patterns of using binary hard lockouts vs flexible graduated barriers, allowing people to execute a plan even if it's very costly with the empire goal of reducing those costs over time. This would help with that whole RNG thing that produces wildly inconsistent results that breaks games more often than not.