Place Building.
You Go to Market.
You Buy Resources
You Sell To Construction platform.
Or do the same with carrier.
It is hauling but with even less steps than actual hauling because you need to at least establish a good trade route and do some level of market research for trade. Colonization throws every resource at you in the same spot so you have to do no effort even on that part. Literal cookie clicker has more depth and variety of gameplay than colonization has in it's current form. A game about automating the clicking of baked goods while you do things on your other monitor has more gameplay depth than this.
Colonization in it's current state is nothing but dozens of hours of senseless padding.
The only player choice is basically cosmetic, economic, and some very random factors and whether or not you want ground bases next to a hill or not.
Can we get some structures that like, effect/influence the build requirements of future structures in some way? (Less materials for less quality of life, More materials for everything for higher tech levels, etc.)
Shorter builds that introduce more mission types that contribute to colony progress at the expense of dictating what type of colony it will become? (IE: You build a labor camp, ship in prison laborers. You now have a chance at an anarchy economy instead of what you wanted depending on said missions being completed. Or construct a research post, turn in genetics data at reduced cost, it attracts researchers, etc)
Have some buildings that allow the increase in LY others can colonize around your system. These should be affordable to prevent the current issues we already have happening. (to reduce outpost spam being used to chain far apart colonies, sorry but we need to face that the milky way is just becoming a chain of abandoned gas stations selling biowaste from their unkept restrooms now.)
Anything in general that enables colony progress in a different manner that doesn't involve the worst form of repetition the game currently offers. Because if you're unloading carriers this is not hauling, this is unloading a moving van from a parking lot to someone's apartment.
You Go to Market.
You Buy Resources
You Sell To Construction platform.
Or do the same with carrier.
It is hauling but with even less steps than actual hauling because you need to at least establish a good trade route and do some level of market research for trade. Colonization throws every resource at you in the same spot so you have to do no effort even on that part. Literal cookie clicker has more depth and variety of gameplay than colonization has in it's current form. A game about automating the clicking of baked goods while you do things on your other monitor has more gameplay depth than this.
Colonization in it's current state is nothing but dozens of hours of senseless padding.
The only player choice is basically cosmetic, economic, and some very random factors and whether or not you want ground bases next to a hill or not.
Can we get some structures that like, effect/influence the build requirements of future structures in some way? (Less materials for less quality of life, More materials for everything for higher tech levels, etc.)
Shorter builds that introduce more mission types that contribute to colony progress at the expense of dictating what type of colony it will become? (IE: You build a labor camp, ship in prison laborers. You now have a chance at an anarchy economy instead of what you wanted depending on said missions being completed. Or construct a research post, turn in genetics data at reduced cost, it attracts researchers, etc)
Have some buildings that allow the increase in LY others can colonize around your system. These should be affordable to prevent the current issues we already have happening. (to reduce outpost spam being used to chain far apart colonies, sorry but we need to face that the milky way is just becoming a chain of abandoned gas stations selling biowaste from their unkept restrooms now.)
Anything in general that enables colony progress in a different manner that doesn't involve the worst form of repetition the game currently offers. Because if you're unloading carriers this is not hauling, this is unloading a moving van from a parking lot to someone's apartment.