All
space games do a reasonable job of managing production when
there are are only a few planets, but these schemes do not scale
well. By the time you have ten or more planets, managing production
becomes a real chore. We have to say that the original RFTS
also suffered from this fault.
This time it's different. The centralised production scheme
that RFTS implements can cope easily with any number of planets,
and give instant feedback on the results of your production
decisions.
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