
I'm not sure how many of you have been into 4x space games, apart from a few old names i remember discussing these with but the decision for the Star Ruler team to take the next step in developing a new game with learning on the mistakes of the old one seems to me really good news. The main currency resources in the game (Money, Influence, Energy and FTL Fuel) will be discussed in later dev diaries. Only through setting up your empire correctly can your planets produce the four main currencies, and finding the right resources to continue building up your empire is key. In SR2, managing the infrastructure and cooperation between your planets becomes vital. At the same time, most of the economy management came down to choosing what type a planet should produce, and each type of resource became an almost interchangeable currency. You had access to a number of different resources, generated with arcane mathematical formulas and deposited in your galactic bank. In our previous game, Star Ruler 1, the economy was both too simple and too complex. Good evening! As our first dev diary, coupled with the announcement of the game, we thought it would be a good idea to describe one of the core mechanics of the game: The Galactic Economy. These Dev Diaries are intended to give you a perspective of our process while explaining the future mechanics of Star Ruler 2. As space strategy fans, the Star Ruler 2 dev team spends a lot of time discussing and designing the mechanics of the game and trying to learn from the ways in which the first game fell short.
