Frontier Stonk YOLOs

Think about this. What if instead of buying things that require manpower to build, you harvest the resources… I know a bright idea, though I can’t take the credit. RTS like Dune started that one. Though that’s not my point. It’s a eco system you’re managing, using a intelligence I think is developed over long term practices. So, as a early colony referring to RTS collect and build, I think that an option similar to that could be nice. It may take longer to accomplish those things, without buying things and that’s the downside. But when putting the effort into collecting and building, your colony becomes experienced, earnings are used as a validation. They increase production and that’ll include collecting and building of used resources, limited to R&D style accomplishments based on those resources. So, in the big picture you’re reducing costs of as many resources and construction types you accomplished. Leaving the trades to new technology and resources out of reach. Though you as a colony attract new prospects, as you’ve gain renown or rhetoric for your efforts. Legacy can be built over time, making some kind of level system on the peon or grunt level a promotional advantage, (Imagine star chart from Grim Dawn. Leveling or upgrading that kind of system, influencing colonist to promotional career types or roles within the colony. This wouldn’t be a selective option, though a basis for it later meaning it influences the entire colony and colonist will gain legacy among them Later a character selection of best colonist for the job. Require a minimum amount of upgrades into the system, before elective methods can be used. Gensis is the founding father method, later upgraded into developmental progress).

It’s like plotting. You’ll need to know what the land offers, how to use the resources and organize to make it productive. Though the limits are convenience and that’s not always going to be in your favor. This allows trades to be optional and allows expansion realistic, in order to make convenances for growth.

I know it’s a little vague, though that’s the point. It’s something to consider, to develop best methods. I say that based on, your colony is great at one thing. While traders or nomadic style people maybe able to offer something useful that you’re no great at. It’s a bit off topic and I think the example I wanted make, fits fairly well.

As this brings me to consider the number of menus I have for a single colony. Managing things is going to be important, though early development colonies may have a shared expectation (to use and allow to be used if it exists, with in the colony. *Resources and tools or the like). This means adding to many menus to an early development colony maybe overwhelming. Multiple colonies with a chain of command or trade route with order delivery may require another menu. These menus may become to many or overwhelming if over used in small form. A hierarchy maybe confusing though easier to read and with practice more desirable.