In other words, space trading simulator 101. Factories use those resources to make basic wares that are, in turn, used to make more advanced ones and so on. Raw materials can be found in the right sectors through mining asteroids (3 kinds so far, probably more later) and solar panels (raw energy, basically used for everything). And, of course, sectors lacking a particular product will buy it for an higher price than sectors having too much of it. Trading stations collect wares produced by factories and act as the main trading hub of each sector, they can also act as resource sink if there’s an overflow of a particular product. So ship producing facilities can be put into the galaxy without additional coding. Except that coding wise, anything in the game is a ware, including ships, weapons and so on. The factories produce wares periodically using resources, very similar to X. The game has 2 main station types: Factories and Trading Ports. ![]() Most of the following is already implemented in my current development build. In this article I will get into details about the economic system used in Unending Galaxy.
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