Yes, cutlasses are on my list for things to do today.
Regarding the economic command stations, they are still useful especially in multiplayer or in situations where you're really territory limited, but previously to really play well they were ALWAYS needed, and that's no longer the case. If you unlock them when you don't really need them, you'll wind up with a huge surplus.
Still, a goal is for us to have enough income-sponges to always suck up any surplus if you desire, but not all of that's in place yet. Of course, when you look at those Trader items now...
First of all, re: cutlasses, BLESS YOU SIR. I feel like I've been harping on that one, but it was really messing up my current multiplayer game and we had been
really jazzed to be playing the new version up until hitting that obstacle. Anyway, as always, thanks for being so very responsive to community requests. You guys rock.
As far as the economic stuff, yeah, I think it's just that we followed our usual 3.189 habits and now we're swamped in resources. I think this is one of those "we need to adapt" situations, rather than something where the game needs a change. Though it'd certainly be nice to have some really expensive toys for those times when you DO go the econ station route, so I'm looking forward to some income sponges.
Yea, I played a game recently where my first two unlocks were econ station mkII and econ station mkIII Wink I had to buy a ZPG on my homeworld and unpause its construction whenever my resources got too close to the cap. But a full cap of mkI engineers working on a ZPG can solve your surplus problem real fast.
Heh, I bet! For some reason the traders in our current game hate us, they're almost never in our systems. Damn random walk patterns being, err, random.