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Just made it in 9h30, seed 82506644 - starting on a moon around a gas giant, the other moon has silicon, titanium, and fire-ice super-close; the third planet is locked so I placed sail launchers over there to give them 100% uptime
I think I'd also recommend a second mall dedicated solely to belts. I found myself handcrafting tech 2 belts a lot because the mall had insufficient throughput. The instant the tech 2 belt research is done, I think it would be useful to drop a "t2 belts from raw" blueprint.
One thing I did differently in Hour 3 is to load up a hundred wind turbines, 1500 tech 2 belts and other buildings, go to the silicon planet and build a processor factory and a solar power plant factory there, then move to the Titanium planet and build the Ti mining/smelting facilities. After the titanium plant is established, there should be a bunch of processors and solar already made ready for collection. Silicon isn't needed for anything other than solar plants and processors until purple science and even then you don't need much other than for processors, so I didn't establish any silicon buffer.
More later, once I actually win.
I had a lot of trouble with the first 20 minutes until I realised that you need to research smelters first and manually place ore into them, then assembly plants second, and to make do without belts for 3-5 minutes longer than feels natural. The order that comes most naturally to me was belts and boxes first, then smelters, and this was meaningfully slower.
Mecha power is BRUTAL in the first 2 hours. Wireless power towers seem essential even for placing small blueprints early, and ESPECIALLY for placing longer belts connecting resource harvesting hubs. I feel the wireless tower prereq research might be the most important early blue tech, and if I restart I will probably research it within 3 minutes of Mass Construction 1.
Firstly, I don't think I like the recommended seed. I can see that it will reduce mecha flight time and ILS energy costs later, but the original planet layout is horrible and pushes you into sprawling expansion very early. It's hard to find space for the mall and for efficient science early, and laying lots of belts for transport ends up taking up lots of time. I'm open to being proven wrong here - maybe it's 15 minutes slower to ILS and 45 minutes faster later - but it's awful for the first 3 hours.
(1/several)
8. After finishing each science, check on everything that produces oil and hydrogen and make sure they don't get full and halt production.
That is all I have for now. Good luck!
6. Power... Expect your first 4-5 coal power patches to run out around purple science and that many times more than that to support purple, green, and white science. In my run, I needed 20-25 Deuteron fusion power plants for purple, and 40-50 for sail production and the rest of the new science colors. I used PLS/ILS for a lot, which is power hungry. Hopefully that's helpful. I had 8-10 powered PLS, 7-10 unpowered PLS, 12 powered ILS, 3 unpowered ILS, and 8 gas giant hydrogen harvesters. Don't run out of power, else your proliferation stops working and you lose A LOT of production.
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5a. Start making/launching solar sails at least 45 minutes before you get to white science. Also, place dishes at this time because it takes about that long for them to accumulate the connection strength. That way you get full critical photon production when you need it.
5b. Use a seed with a tidally locked planet. If the EM Rails fire, they'll always fire. No need to waste time switching orbits or wasting dishes/rails because the planet spins. Know where to place them and the sail orbit that works for them.
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