the most basic of campaign basics

I watched Zultar's stream and found that there were a lot of things people didn't know.

1. Don't buy that Patent Lab Engineer permanently. By the final round, most of the patents will be taken by other players.

2. Cheaper Patents is bad for the same reason.

3. Pay a lot of attention to whether the colony type lets you build Labs. If it does, you need significant carbon production (2 tiles). You will need significant aluminum production also (2 or 3 tiles), no matter what the colony type is. This is because you'll likely buy at least 20 modules = 1000 Al, 1000 C.

4. Last time I checked (two patches ago), having 3 Offworld Market Engineers does absolutely nothing. You still can't build that 3rd Offworld.

5. Right before the round ends, pause the game (beginning of 24:30 tick). Prices are averaged with the other AI expeditions, directly. Thus, sell down everything you want to be cheap next round, and buy up everything you want to be expensive next round. Max in-game price is $1000, which will drop down to $360-$550 next round.

6. Hacker Array is only good lategame. Early in the round, there is an incredibly profitable money sink known as "investing in the colony" that far outstrips any profits you'll get from the Hacker Array. Module prices go up tremendously after the first few module purchases.

7. Nanotech does recycle your buildings automatically at the end of the round. It used to say "Resources from Nanotech: $50000" at the end of the round but apparently Soren took that out.

8. Round 8 is the final elimination round, everyone starts with super high stock prices. Hacker Array won't help you. You need two Offworlds. Upgrade Lab is nice too.

9. Pleasure Dome has a -50% modifier, watch out.

25,220 views 4 replies
Reply #1 Top

Permanent engineer power ranking:

  1. Mr. Free Offworld (800k)
  2. Offworld Market, used for the last round (400k)
  3. Free Upgrade Lab (400k)
  4. Free Pumps, Mines, Quarries (200k)
  5. Steel from 1->2 (100k)
  6. Pumps, Mines, Quarries from 1->2 (100k)
  7. Teleportation (400k)
  8. Superconductor if you have Solar Panels (200k)
  9. Free Patent Lab (400k)
  10. Free Hacker Array (400k). usually, just scrap it for an extra claim.
  11. Electrolysis, Farms from 1->2 (100k)
  12. Slant drilling for consistency (400k)
  13. Steel from 2->3 (100k)
  14. Power from 1->2 (100k)
  15. Pumps, Mines, Quarries from 2->3 (50k)
  16. Superconductor if you have Wind Turbines (200k)
  17. Chems from 1->2 (100k)
  18. Glass from 1->2 (100k)
Reply #2 Top

You should play on next_version. #5 is fixed. It sells all your resources and uses that price, so it doesn't matter if you try to manipulate the market at the end. I think I fixed #4?

Reply #3 Top

For #5, at the end of the match, which player gets to sell his resources first? (Basically, who gets the good prices?)

You probably did fix #4, I haven't tried to take 3 Offworld Engineers in forever.

Reply #4 Top

Each player sells 1 resource at a time and then repeat, so the order doesn't matter.

+1 Loading…