Talk:Regolith Processing Plant 2/@comment-25153693-20140708133143/@comment-7081587-20140708142417

I have played a moon base simulation where prospecting was a part of the gameplay. In many ways it was actually more limited than this game - there was only two minable resources, food and two items produced. This was over 20 years ago so the systems it ran on were also more limited.

While it's true that the lunar surface is not homogeneous as a whole, it make the game a whole lot more complex to have varing yields. On the other hand, it might be possible to have the precise yield of the minable elements vary within a pre defined range - for the entire gamespace. Something similar could be used to have different difficulty levels chosen at the start of a new game.