Steam slipways1/11/2024 not bad! With the Goods, you'd expect our Colonists to be happy and successful, but they aren't. My Mineral world would need some water to get to Successful and produce an extra resource, but I can get that from the Swamp on the right, enabled by the Robots next door.Īnd in our Third year, we have an income of +45. Planning the next move - the Colony has access to another Forgeworld that can produce Goods to ship to the Colony, but that will require a Mineral. I might want to hook up the Ocean Farm with minerals from the bottom world - but there's something I want to prioritize first. Also, with the planets built, we're reminded of their secondary needs - more on those later. Planning out a Core Loop - maybe not the optimal one, but it seems strong.Īll Established, no-one left Struggling! But we can do even better. It ended up working out extremely well - but I think this kind of start should be possible on most Reasonable maps. Here's an example play-by-play from a completely random game I started up for illustrative purposes. You definitely do not need all of the above before expanding, but each component helps. Just make sure when planning out the loop that all of the connections of the constellation are possible, given that Slipways cannot cross each other. But in the end, it’s actually okay to leave one or two planets Struggling, especially as you’re learning the game. The specific planets and resource types will change depending on availability, but you should be able to plan out an initial constellation that is self-sustaining - meaning none of them remain Struggling by missing Needs. This is another requirement to reach Successful, and increases Happiness.
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