![]() ![]() How you will manage your 5 basic areas in the early game The idea of the early game is to defend yourself from attacks while setting yourself up for the victory. ![]() You want to avoid level one building as much as possible, as they produce little, take a lot of workers and take up a lot of space. This path gives you all the level two buildings as well as two important resource (electronics & Steel) and cheaper transportation costs and a strong early military unit, the fusion cannon. Nuclear Fusion, Synthetic Fertilizer, Electronics, Chaos Computer, Metallurgy, Automation, Hoverway, Molecular Bonding & Fusion Canon. I'm not giving a set in stone tech path, as you may need to improvise, but this path or a similar one will work in most cases. Turn Two - Build an apartment complex in your second territory, followed by a mine. You'll have enough food & energy to get you by for now. Immediately build a University & an apartment complex. Once you land check all bordering territories for shrines (these are free tech labs/cultural centers) Your second territory should either be a mountain, a forest or have a shrine in it. Look for a plains that borders a mountain and a swamp, and a forest if possible. When choosing a landing site, start in a plains (especially if you don't select fast production) as you will need the excess food & population production. How you start the game is extremely important to your success. This is where the bulk of you tech and trade should come from. They are excellent when used to produce technology and trade, as tech labs and higher level factories take gobs of power. You can place you power hungry building in these territories. Swamps: These territories make a lot of energy and very little of anything else. You should generally have a few factories in the territories with your mines for metal processing or unit production. Mountains: These areas are only good for their steel and sometimes enduriun production. These territories can be ideal for military production, as you can produce your Endurium for your units as well as make enough power to maintain a few factories and a tech labs for electronics. You can generally satisfy all your wood needs from one good hydroponic farm in a woods. They produce the most Wood & Endurium and are second in production of everything else, including population growth. A good strategy is to move colonist from plains to lower growth territories (especially mountains & swamps) This is also a good territory to produce works of art in. ![]() Your first territory should generally be a plain for extra population growth and to produce additional food for other territories. These produce the most food and have the highest population growth rate, but weak at producing other resources. (Square root of population)*(tax rate)*(racial adjustment)ĭouble rate if there is a city center, round down the square rootġ00% = Maug, Re'Lu, Tarth, "No abilities" On a plains your growth rates would be as follows: ![]() If you build an apartment complex in turn 1, you will have a pop cap of 1500, if you neglect housing all together, you will have a pop cap of 500. For example you start off with 400 colonist and 500 available housing. The formula shows the importance of building your housing early. If Chch't multiply by 1.5, all rates are rounded down Population grows according to the following formula: (2 - population/max population)*(territorial rate) It's also extremely important how you play your initial 10-20 turns, getting off to a bad start can be absolutely crippling. All are interconnected, and sometimes tradeoffs need to be made, so making a good balance is key. There are five basic areas you need to successfully manage: Military, Economy, Research, Resources & Workforce. How well you manage your colony will dictate your success. Deadlock is essential a game of colony management. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |