On player workload scaling, or why I am quitting PrUn

Starting today I’m sunsetting all my operations. I’m not planning this as quitting, more like a break of indeterminate length. I’m writing this message as a summary feedback of my recent experience, and the reasons for this decision - you can think of it as an exit interview. I’ll try to be quick, to the point, and constructive.

The main reason for my “quitting” is the workload, and especially mental load, related to keeping my company running. This effort has grown so much in recent months that it outweighs the fun of the game for me.

I think most of us agree that the game struggles to keep the new player engaged due to how little there is to do early on. I remember my starting days on OF-375b Berthier: I logged in a few times per day to check on every individual AL order completing (and doing spreadsheets to calculate when would I afford another EXT).
It gets more involved soon, true. By the time I expanded to my second base on FK-794b Boucher I had learned to make extensive use of order queues - the first tool the game gave me to make my life easier.
Half a year into my gameplay I went PRO (again) and upgraded one of my ships - the hassle of making frequent trips with the starter 500/500s was getting too much; fortunately the game again had an option for me.
Shortly afterwards I became a PRO regular. The effort of managing production lines on 5 planets - especially if one of them is Nova Honshu and you make 8 different goods in the BMPs there - is just too much. But again the game knew how to help me: recurring orders saved my brain, and I became dependent on them immediately.
A year after I started, I had ~7 bases and 4 ships, and a hefty Excel spreadsheet to manage everything, because the built-in management features and abstractions were no longer cutting it.
Two years in (state as of October 20th) my company is rated #101 in most buildings (at 524), #65 in HQ level (24), #139 in most bases (14), #121 in most ships (8), I also serve on 4 government boards. (Oh and I’m #1 in faction reputation lol.) I manufacture over 40 different goods, which is a lot of work. Sadly, not only PrUn has ran out of options for helping me manage all that, but also it’s all too cumbersome even with my own spreadsheets. So much so, that I would rather not play anymore.

My typical day in PrUn consists of dragging materials from base inventories to ship inventories (and vice versa), and coordinating those ships.
Some of them fly the exact same route every single day or two, e.g. hauling oxygen from SE-648c to ANT. That has became a daily chore for me, because my O output there is ~900/d which means I have to fly a 2k/2k there every 2 days just to keep up with the output. So every evening I load the ship on the planet and fly to ANT, and every next evening I drop it onto the CX and fly back. This has to repeat forever, every day. For every resource extraction or agriculture base I’ve got (that’s 6).

Other bases are more complicated to run, e.g. my OF-375c Adalina, the core of my business, requires providing a wide variety of materials regularly as I’m making all Bfabs, Lfabs, Rfabs and Afabs there (and don’t forget the workforce upkeep stuff). It’s not “difficult” or “challenging”, it’s just Many Square Boxes to drag. The same DW, RAT, OVE, COF, …, GIN, VG; LST, NL, PG, …, NR, NG boxes. All the time, over and over again. I’ve got 3 STOs there (for a total capacity of 16.5kt), but the planet eats about 850-900 tons in mats per day, which means I could only stock it up for 2.5 weeks, assuming I had the hauling capacity for that (850t/d is a 3k/1k shipment every 3.5 days - let’s keep that in mind).
That’s of course assuming I knew how much of what to bring. Easy for foodstuffs (WF buffer is helpful), but for production buildings? Fortunately I’ve got an Excel sheet for that (don’t hate pls, I built it before Prunplanner became a thing) so no biggie. I’ve got to watch it all the time though, actively monitoring how many days of PG do I have left etc. - and that’s a chore.

Overall, I feel that the game’s QoL and management mechanics haven’t been able to keep up with the development of my company. Having a base that makes a lot of something means the player has to now devote more of their attention to it. Having a higher tier base that makes something complex using a higher tier of population means the same thing (but differently).
My current sentiment is that, at some point, growing your company further does not bring more “fun”, but requires more “work”.
This work has become too much for me.


Here I will touch on a few specific points that contributed to this decision. In some places I will share my vision how this problem could be fixed ideally, but don’t treat those as suggestions, it’s more of a perspective thing: “imagine if the game looked like that; do current systems compare well?”
I will enumerate them for easier referencing in case a conversation arises, but the order isn’t really important.

  1. [workload] The necessity to manually launch every single flight, especially on the routes that repeat day after day after day, feels similar to the experience of having no recurring orders. Having some ability to abstract this repetitive process away (“recurring hauls”?) would greatly alleviate the pain.
    Imagine you could tie a ship to a recurring haul between two planets, flying in regular intervals and executing simple tasks like “take all the FEO from here”, “dump all the FEO there”. Sort of a “pipeline” that connects your empire tangibly, letting you abstract away all the daily clicking. Of course it would be behind PRO, maybe require the HQ to be expanded with a special “Logistics Headquarters” available at say HQ level 15, with a pipeline count cap that depends on the level or something like that. But just as a real CEO doesn’t talk to each of his drivers individually, we too need a tool to abstract those low-level orders away!
    Further, imagine that a CX sell order was not a static, immutable thing that you have to remove and repost every time you deliver more stuff to the CX. Imagine it as an inventory that you could unload your ship to. Finally, imagine a pipeline that binds a ship to “take all the O from here” and “put it on sale on the CX there”.

  2. [workload] The current max size the ships can be also feels insufficient (but wouldn’t matter with the pipelines suggested above). If I could expand my 2k/2k to, say, 10k/10k at the expense of flying 5x slower, I’d be the first to do that. Of course there should be larger STOs available to compensate for less frequent flights on the planet size, I guess. But heavier flights = less flights = less workload = :grin:

  3. [mental load] Keeping track of planet-level material balance. There’s 24 POLs on my Helion Prime base making PG and EPO in 6:1 ratio, and also 5 LABs making TCL, THF and NR in 28:2:11 ratios (btw this is not a contrived example but genuine ratios I was running). I’ve got 2063 carbon in base storage. How long will it last?

  4. [mental load] Keeping track of company-level material balance. Every day my Helion Prime base makes 4266 PG, which then should go to 5 other bases: 1572 to Adalina, 1739 to Nova Honshu, etc, leaving me with a net positive of 858 u/d. PrUn has no way of telling me any of those numbers. Basically everyone has to use PrunPlanner at some point, or cook up their own spreadsheet (like I did in my early days, gradually evolving it as my company grew), both options requiring extra work at least to set up (cause you have to input all the information about your company) - that feels to me like something large missing from the game.

  5. [workload] Material drag-and-drop. So my Excel told me I need to haul 500 DW and RAT, 50 OVE, 40 COF, 110 KOM, 550 TCL, 250 EPO, 350 C and as much H as I can fit on my next trip to Nova Honshu. This is at the bare minimum 27 drags-and-drops. Alternatively I could use the mother of all clunk “AMT” buffer which requires double confirmation upon entering the desired amount (and that’s three clicks, because the “amount” field isn’t active by default so you have to highlight it manually; EDIT: it’s actually four clicks, as the MTRA buffer won’t close itself after I’m done).
    For someone who has used AutoCAD at some point in their life, this is just obnoxiously convoluted. In most CAD software, you often need to draw a line of certain length; you hit a keyboard shortcut for a line, click the starting point and drag in the desired direction, which causes a small entry box to appear near your cursor. It is active by default and shows the current length, and when you enter a number and hit enter, the line is drawn at this exact value. Now imagine this for material drag-and-drop in PrUn.

  6. [workload] Production order management. Imagine a production queue for a set of BMPs that makes the following nine goods: PE, MCG, OVE, PWO, EXO, PT, REP, SEA and OFF. This is at least 9 items in the queue, but possibly more (as perhaps you want to make PE for 50% of the time, and only a little OFF, so you’d like to enter 4x 20 PE orders to each 1 OFF, and so on) - in my case it was 15 orders.
    Now imagine you want to make a bunch of STR real quick, say 100 units, so 10 orders of size x5. Moving them all to the top of the queue will take you literally minutes. Why no drag & drop in PRODQ?

  7. [mental load] Higher tier workers are not “more fun”, they are only “more work”. My decision to “quit” PrUn came during my push to start making electronics. I planned out and started a small base on VH-503c that employed every worker tier except pioneers. Providing those workers with everything they need plus luxuries, requires bringing 21 different materials to that base. It doesn’t make sense to bring only some of them - it is economically strictly required to bring them all. So as a player, I think of them as a collective “workforce upkeep”, not individual mats. However, I still have to keep track of their consumption rate individually, buy them individually, load them on my ship individually (see 5) - even though them being separate entities bring literally zero meaningful gameplay experience for me at this point.
    I’d pay a hefty surplus for a new material: “EUP” for “Engineers Upkeep Package” that would consist of 100 DW, 70 FIM, 5 MED, 2 HSS, 1 PDA, 10 GIN and 2 VG - so 10 days of full upkeep for 100 engineers (if I’ve done the math right). Put the recipe into a BMP or somewhere, let people make it commercially and let me pay them for taking this mental load off of me. And of course similar packages for other tiers.

  8. No endgame. In the end, if there’s a nice enough carrot in front of me, I’m going to jump through all the hoops. I’ve always had something more to do in the game, something to save towards, a reason to make money and reinvest it in exciting ways. But having made Afabs completely vertically, dominating one (small) market, governing 4 planets… I feel like by now I’ve experienced everything the game had to offer (except high-end electronics, touching which led me to quitting and this post). Point is, I’m sitting on 100kk in various currency right now, but the game offers me no new ways to have fun; only more work.
    (I can’t stop giggling at this though: look how obvious it is that the game is German in origin :smiley: enter that meme about a forklift driver coming back from work, launching Forklift Simulator to chill out haha)

To reiterate and make my point of view clear. The issue is not that there is a lot to do in the game. It is that many mechanics of the game, when multiplied by the number of bases, ships and buildings the player has, start taking a lot of time as you grow. Say I have half an hour a day to dedicate to PrUn - and that is a considerable amount to spend on something daily. As a late game player, most of that precious time window is wasted on all those low-level activities like moving material boxes from place to place and micromanaging ships. I’d like to do more exciting stuff, but by the time I’m done with all this janitorial work, I have no more time nor energy left for it. This, I think, is the root of the problem.

While I outlined a few potential solutions above (without thinking them through, mind you), the key insight I wish to convey here is that PrUn could and should do a better job at gradually abstracting away lower-level activity as the player grows. What is fun to a newcomer, can become overwhelming after a year.


Thanks for reading this far, I hope this was in some way valuable. I wonder if other large players feel a similar way. I’ll stay for a few days/weeks to finish outstanding business, and participate in any conversation that might arise in this thread.


TL;DR late-game logistics in PrUn is a super-chore and drove me away from the game.

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Why do all that work? Be braindead and lazy. Just get a bunch of IDC bases and your logistics are simple.

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Why play at all? IDC farming is just a glorified cookie clicker, I never understood it.

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The FIO web app by itself could act as a replacement for your (first) spreadsheet. It would be like if your spreadsheet filled it in by itself and in a (slightly) better UI. It would tell you how many days of each resource you have left, and it takes into account if that resource is being produced on site. Infinity means that the base has a surplus and both surpluses and deficits are labelled in units per day. PRUNPlanner can help too, as once you’ve added your bases, you can see deficits and surpluses of individual bases and your company as a whole. PRUNPlanner can also tell you how many resources you’ll need to supply a base for however many days.

Plus, IDC farming is like a super expensive to make natural resource. Only difference is that it appears in the same quantity on every planet, it’s made in an SL with scientists and their consumables and more expensive.

@BraveCaperCat Even if you have all stuff planned by separate entity you still have to unload, load, buy and sell the same stuff every day, which is work not fun.

Also, I second Moon’s decision to stop PrUning. I have nearly double the value of my company in money (120%) and inventories (50%), no incentive to do something with it, it just accumulates. Event that I’m one of the laziest players having only one table in excel to calculate supplies for various tiers of workers so to not use calculator, I still have to drag and drop alot of stuff repeatedly.
All work and no play makes Jack a dull boy.

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Not everyone is a late-game player. I’ve actually only got 2 bases, still 2 ships and also 1 PRUNPlanner which everyone should have. Maybe you don’t like the late-game because there isn’t any new content (yet, so excited for gateways!) or any new QOL features, but that doesn’t stop the new players coming in, playing for a year or more and finding more new content. You need to be there to help those players, as i don’t always have the answers. No one person has. That’s why the community needs more than just one person to answer questions and why people should stay and type in the help chat, even if they find playing the actual game boring. That way, you can push through and stay in until the gateways update. That will give you some interesting content to work through and stay, hooked. For now at least.

Yes, i did type this big paragraph above this small sentence just to keep you in the game until the gateways update (where you should be able to stay in the game a bit longer).

Yes. However, this thread is for late-game players to (constructively) complain about things that cause decline in their interest in the game. Someone who is not a late-game player cannot and does not understand the struggle, and so this thread should not be of interest to them. I appreciate you coming here and bumping it, but I’d also appreciate you not derailing the conversation.

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Thanks for the elaborate feedback @MoonSugarTravels! It is not often that we get such thoughtful and detailed feedback from experienced players that leave or pause the game.

I don’t want to give immediate feedback but rather talk with the other team members about it first.

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I agree with a lot of what was said. Much of the micro-managing stuff in the game makes it fun and interesting… until there is too much of it. Then it just feels like a chore.

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Possible solutions Here. I hope you like them.

I’d like to second MoonSugarTravels’ thoughts. A good (I think) example comes from Factorio. As you scale, you’re given new tools to help you accomplish more, with less tedium. I recognize this game is slightly different in that players are competing somewhat, and therefore power scaling can’t benefit larger players too much, but I think there are some QoL details that could be introduced to help remove some of this tedium at scale.

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this is a brilliant solution to something that makes up a large amount of tedium in the game, abstracting the worker upkeep would be incredibly useful to almost every single person in the game who wanted to take advantage. it would essentially offload the tedium of worker upkeep to a few bases or people instead of every player in the game.
the only problem i can see is that balance of how many extra bases should one full base of whatever building making these packages be able to sustain.

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I guess I also count as a senior player as I have passed 20 bases and have alot of the same issues - I still have some goals to achieve, but I could see myself getting to the same point. A few things that I think would help:

  1. Ability to preset at CX storage “sell any stock above X amount at market” orders - so when you drop off another round of stuff - excess items automatically sell at the open market price. This would ease the workload and when you get to our level - selling at market is fine.

  2. instead of dragging and dropping individual items, allow a window to open, you populate the “from” and “to” fields, then in a text box you can just type “DW 300, RAT 200, FEO 420, NA 132, FIM 23” and then it would automatically move those items. This would dramatically shorten the time to load the ships. I know when I load my ship for OT-889d (my high level manufacturing base for ship parts) - I have 21 different consumables AND 44 different inputs - it takes me probably 5 minutes on the clock to load the damn ship - every week.

I have no problem if you need to buy or upgrade your CX storage to activate either of these abilities - and they can probably be limited to just CXs - the unloading is pretty easy.

A different thing that annoys me is repairing of ships and of buildings - I understand why it is in the game and am not asking for it to be removed - but maybe a new abilitiy or thing that is unlocked allows you to simply pay 1.5x market price and the game abstracts out the moving of the materials to the base/ship so it can be repaired automatically. Something like setting for your empire “repair ships at 90% and buildings at 97%” then it automatically bills you for the repairs when those thresholds are hit.

It occurs to me, maybe we need to add “Company HQs” to the game, buildable at HQ level 20 - taking only a small space (or no space) on a colony and then you can have different upgrades for that that would allow these things to occur.

Anyway, always available to chat and explore fixes for this.

-John

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MoonSugarTravels, I appreciate you articulating what I think is a pretty widespread phenomenon among established players. I love this game, but I think the fact of the matter is that it does not scale as well as it needs to in order to retain players long-term. I like the people here too (mostly) and hate to see people move on due to frustrating gameplay. While I don’t want to quit any time soon, I identify with a lot of the points in the original post. I spend more time on this game than I ought to, and too much of it feels like a chore.

I also endorse the automated shipping proposal, as I indicated in a recent thread on that subject. I appreciate that we don’t want the game to turn into a wasteland of zombie companies on autopilot, but having to load ships maybe a dozen times per day isn’t enjoyable. I wonder to what degree this might result in a dynamic where younger companies using more manual control find themselves to be more responsive to market shifts and capable of greater efficiency to reward the more active micromanagement.

For all I love about the game, MTRA is atrociously tedious. I’m sure a lot of this is due to the nature of being a browser game, but for a game deliberately styled after the Bloomberg terminal, it is wild how mouse-dependent this game is. Others have made constructive suggestions above, and I would like to give as a favorable example the inventory management in Starsector, a solution involving far less click fatigue. At the least, it would bring me great satisfaction to have the number I enter in MTRA automatically update the slider rather than having to move my mouse and make yet another click to commit what I just deliberately typed before executing the order.

I know I held out on using PMMG a lot longer than many people, but my empire would fall apart without it now. That this is a third-party tool and not a feature of the game itself may be an issue, but I also think it’s a testament to how special this game is that it inspires this level of engagement and creativity from its players.

Similarly, I held out on subscribing for longer than many players (though not as long as some free-play heroes) but could not continue to play without recurring orders at this point. I think both of these are illustrative of the principle discussed above that larger companies need better tools.

In my view, the game desperately needs some quality of life attention once the current features associated with the grant are implemented. I agree with a lot of the items in the original post, though I will list some more that I consider would bring the most benefit.

I would love for us to see multi-item contracts, and I know this is a constant refrain from the player base. It seems pretty clear to me that the vision for contracts was more ambitious than what we got. The most obvious example is that the recurring contracts button has been part of the UI for the year and four months I have played so far, tantalizing and unimplemented the whole time. The faction contracts with their more varied payouts are suggestive of this as well. I don’t want to have to go through ten minutes of contracts to buy a ship when I could just save the components to a multi-item contract draft. I sell consumables to my buddies in the game, any I don’t want to have to have five separate drafts to pull up (and enter their username separately into each one) to sell them a week’s worth of pioneer consumables.

This is a thread by and for older players, but I think more contract attention could benefit new players as well. I don’t outsource shipping, and a big reason for that is that I don’t want to have to go through the hassle of drafting a bespoke shipping contract for every item I want moved. I would be tempted to throw some money toward newer players or players who simply enjoy the shipping side of the game more than I do if doing so spared me the real life inconvenience of having to drag boxes around in my inventories instead of being even more inconvenient than MTRA. Ideally, I would like to see recurring multi-item contracts implemented alongside shipping automation so that automated shipping does not destroy what shipping contracts currently exist for newer players.

I like developing planets and being active in the community, but government is a hassle, and it was not made less of a hassle by the government update. I am dependent on PMMG’s XIT BURN to keep my bases supplied, and this does not include CoGC upkeep. I have forgotten to ship out CoGC upkeep materials several times because of this, and it is super annoying that I cannot load up the CoGC the way I can set and forget (mostly) population upkeep.

I don’t really want to have to personally bring in all CoGC and population upkeep myself, but the alternative is to dive into a bunch of contracts again to source it from players on-site at my personal expense, now with the added step of passing a motion if I want to reimburse myself with taxes. I remember that the development team solicited feedback from the players shortly after the government update about how government purchasing should work, and I remember the proposal of a store which could purchase planetary upkeep material from players using government funds at prices set by the planetary administration being popular. It might have won a poll even. I really hope that the infrastructure project inventory has been designed in such a way that it can be repurposed fairly easily to serve this purpose.

I am still going and planning new bases, but I am making more and more decisions centered around avoiding real life inconvenience than in-game economic advantage. I have ditched just-in-time efficiency for more STOs than I even used to consider, and I leave ships idling that I never would have before, all because I don’t want to have to order my ships around constantly. Ultimately, there is only so much productive area I can give over to STOs before there’s no game left, though. I love how customizable aspects of this game can be, but what makes it fun is the planning and the payoff, not the micromanagement.

I know a lot of my post comes across as pretty negative, so I want to wrap up by expressing how much I like this game. It scratches a certain itch that nothing else quite does, and I hope to be able to keep playing it for a long, long time. I certainly wouldn’t produce this kind of effort-post about a game that doesn’t mean something to me.

On a different note, as far as the proposal above about larger ship holds goes, I don’t know whether it would benefit the game or not, but I do think that these could be something nice to pair with the space elevators that have been mentioned before, these being ships too big for planetary landing.

TL;DR: QoL pls

PS: luv u molp

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Parking of ships - it might drive some players crazy but as my own quality of life - most of my ships are parked over the weeknd - yes 12 ships (half WCB and half LCB) just spend 48+ hours hanging out at Moria (the rest are to-and-fro to Hortus). LOL

And also - completely support Molp and the team - we love the game - and we want to keep playing and enjoying the hanging out - but also believe the game can be even better :slight_smile:

Craftsman

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Thank you for all the replies, I knew I couldn’t be the only one :slight_smile:

Having slept on this (twice! ;p) I’m more and more convinced that solutions to all of the low level issues could also be the solution to the endgame problem.

PrUn has no war (and it’s good!) and so the economy is always growing; there’s always been a question what to grow towards (and how to siphon resources out of the market to create flow). Exponentially growing HQ levels are kind of “grow in order to grow bigger”. Now I’m thinking PrUn could assume a “grow to become more abstract” philosophy.

Many of the hypothetical facilities designed to solve problems outlined in this thread could be implemented in such a way as to motivate growth by themselves. I.e. they would not be a “unlock and have it” kind of thing, but “upgrade to the next level to allow more of it”. By carefully tailoring the costs (and cost progression) we could have mechanics that do not make the early game experience boring (because a 3 months old player couldn’t afford the auto-flight upgrade, for example) but help advanced players maintain sanity while at the same time giving them “a carrot” to work towards. We would have gameplay that becomes more and more abstract as one progresses.

Of course I’m aware of how challenging something like this would be to actually implement. It would be almost a paradigm shift for PrUn. But I also think we need something like this rather than just “more features” and “larger stuff”.

That’s just a few loose thoughts of course, but I felt it might be something to think about.

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A different thing that annoys me is repairing of ships and of buildings - I understand why it is in the game and am not asking for it to be removed - but maybe a new abilitiy or thing that is unlocked allows you to simply pay 1.5x market price and the game abstracts out the moving of the materials to the base/ship so it can be repaired automatically. Something like setting for your empire “repair ships at 90% and buildings at 97%” then it automatically bills you for the repairs when those thresholds are hit.

That would be such an amazing niche for player-driven “repair companies”! I mean, you can do this even right now, but it could definitely use some automation – creating a bunch of contracts (bc you need another one for every single repair material), sending them, accepting them – all those chores should be done with a few clicks for an automated contract for all the mats combined.

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I thought about that, but then managing if a junior player is actually doing it just adds back onto the workload - but if you cut the two pieces in half - in the sense that by paying the 1.5x (or whatever multiple) automatically repairs the “large” players buildings - but then this automatically generates something like a faction contract that is available for any player to accept :: “deliver X BBH to planet Y and sell for 1.5x the market price” - this actually keeps the same amount of currency in the game and produces a continuous stream of shipping contracts for ‘younger’ players. This could be a LARGE volume of contracts, so it might want to batch them so all repairs in a 72 hours period are added together (ie add all BBH together, BDE together, etc) - although multi-item contracts would simplify this as well.

Ship repair could generate the same kind of auto-contracts as well.

Depending on how far you want to allow the ability to work - you could do the same thing with consumables.

Note that key to the goal of the proposal (which is for older player abstraction) the repair/etc must automatically happen and not be contingent on when the parts are delivered - imagine that the parts shipped are to replenish a pool of parts kept on the planet for future repairs - but abstracted out so the older player no longer has to handle that.

-John

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Late-game players, i hope you find the solution(s) to your problems. I won’t be posting here again.
This is not off-topic, please don’t flag this.

I think adding a module to ships that either adds “AI or crew”, that lets the players make basics scripts;

Leave planet if fuel bay higher than x and cargo bay is at x%.

maybe let the ships buy and sell at CX to help them along or add offices that will buy and sell automatically, It would be nice if they had some more movement.

Would be a great opportunity use resources to used to build or consume.

Like larger the script more damage it does to the AI core or need larger crew size = more rats and DW being used up.

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