The Big Production Number

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.