Their paths are always straight lines from one planet to the next that are restricted to a certain length and can’t cross over any planets, asteroids, or other slipways. The most challenging aspects of building your trade empire revolve around your slipways. Alternatively, a well-designed network will result in the previously mentioned prosperous planets that provide a happiness bonus to keep you employed. A planet that isn’t linked with efficient routes, doesn’t meet its basic needs, or colonies that have spare population will create unhappiness that will prematurely end your game if it grows too much. Import and export routes are mostly taken care of once you’ve produced these and everything is automated. Slipways, as you may have guessed, are these lines. Your final score is penalized for planets that have not reached a certain level of success while you’ll get large bonuses for active planets that have had their needs met including multiple import and export lines. Every planet produces a basic level of a resource production even if none of its needs are met, but by providing it with slipways for import and export, you’ll improve the amount that you crank out. The better supplied a planet is, the more goods it will produce to be shipped elsewhere. Most of these types have several specializations that can be chosen to develop them while defining their needed imports and produced exports. A variety of map types are found as you send out probes to explore the space around you and you’ll find everything from arid to arctic to jungle to ocean and so on. There are no rivals to be found it’s only you, the resources at your disposal, and the clock. It would be nice if the tutorial included some kind of reference for planet types, what they require, and what they produce.Slipways throws you into an untouched galaxy and gives you complete control over how it develops. The tutorial helps a little, but it takes a fair bit of tinkering to figure out the optimal way to go about things, especially when you're brand new to the game. It's not very clear what you should be trying to do early on. If you're doing a PC version I'd say this is a pretty high priority. I realize, as was stated, this is a limitation of the engine. It's hard to have a big picture idea of what's going on with the limited viewing area, I do a lot of scrolling back and forth. I had a great early-game setup going once, but then I couldn't put a slipway between my bots and where they were needed due to these limitations. I spend a lot of time restarting because I can't get even basic networks going without running into one of these problems. Also the inability to drag a slipway between two planets if there's a third too close to the line. The idea of slipways connecting planets is a neat one, but it seems to be very limited in game - I know there's research to fix the length, but I'm not sure if the inability to drag one slipway across another is intentional and it really hampers my ability to get into the game. I largely agree with /u/nanothief's criticisms, but I have a few of my own to add. So, I really love the idea of this game, but it's hard for me to play it because the screen space is so limited.
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