There aren't really defined build orders in the game. However, the general safe course of action is to make the essentials to upgrade. Steel/Aluminum and eventually glass, assuming thats what your colony type needs. Just remember that you can buy anything you want, so in reality you want to produce the most profitable resource, but sometimes its best to go with safest as you won't get stuck, but know that doing so, you make be making less than you could be.
indczn1
[quote who="Soren_Johnson" reply="3" id="3528439"] That's interesting. What are your current opening(s)? [/quote] Well, for a while I was going early power production since the price of power generally rose for the first part of the game with everyone going steel + aluminum instead of power. Founding on silicon was useful since you could get both high ground and good deposits, with little location competition. This doesn't seem quite as reliable now si
I regularly use the engineering lab. I typically go with the patent lab, and then once I get the few patents that I want, I scrap and switch to the engineering lab and do double upgrades on thing I want to produce a lot of. It doesnt take long to payback the investment when resource prices are high. Even if you spend 20k on upgrades for something, thats only 100 extra units at $200 to pay, which doesn't take long if you are running 3+ buildings. The scaling can become very nice! It's
[quote who="Neizzle" reply="9" id="3527853"] OM is OP. There isn't any other viable late game option. I've posted about resource converters and other ways to encourage arbitrage / multiple victory conditions. I'm not sure if any of the devs saw it, but I hope they're working on it. Does anyone know how long the beta is supposed to last? That would help us gauge the proper level of fear to maintain. i.e. It launches soon? Damn, this is gunna be one linear game. It launches
It's not impossible, nor really that difficult, to buy out the snowballer. The stock price isn't linear so despite all their assets/purchases, its possible to accumulate the cash to buy them out. I have several wins where one person bought out everyone else and then I bought him out. You only need 1-2mil to do it.
Not quite. It depends what is lacking.
Right now (before the increase in wind power) I find that solar is by far the best power plant to build and won't bother with anything else. Its cheapest to build and scales way better than any of the others. Geothermal requires too much of an investment initially, and is too inviting for sabotage. Any decent players will target the geothermal relentlessly, so if there's few on the map, you have to commit to spending a lot of money on goon squads. So, with respect to scaling.
I've already moved far away from going for the standard steel/aluminum start. There are definitely alternatives that work counter to the current metagame, at least in large FFA's.
I had the UI not render after getting kicked from a multiplayer game lobby. Only time I've ever had UI not render. Not sure if its a related issue or not. Windows 7, 64bit, dx11, decent AMD graphics card.
Not really. Silicon is used for glass, and is right above it. If you are making glass, you do want to know how much its consuming/how many you have without looking all over the resource panel. Same for carbon and chemicals. Switching them separates the secondary resources from the major primary. By that reasoning steel is in the wrong place too. It was roughly how you suggest during the prototype phase and it was just awkward. It's way more functional this way since the secondary
Well, since you are playing against the AI any form of market manipulation is going to work, and the resources prices/usage are going to be quite consistent. Online vs humans, the meta is completely different at the moment where everyone tends to build aluminum/iron/steel at the start so its not uncommon to have steels price suppressed from the massive overproduction. Against the AI you can pretty much manipulate the market with the hacker array and profit without much interference. For that
Fuel is with the life support because its auto purchased to run your colony. Every blimp requires fuel, whether you have it or not. Putting it with the life support makes sense so you can look at the resource panel and see all of the debt accumulating resources at the top. The current grouping makes alot of sense. It's far more useful to have the resource groupings together than the primary resources together since you can see the gain/drain next to each other, with the life
You definitely want to shift your production around when steel stops being as profitable. With robotic I tend to try to get life support instead of electronics because it's just so claim inefficient. Needling so many inputs. If what your making isn't worth much you'll want to be able to switch to something that is but it's difficult since the robotic progression is completely independent of the resources that generally become pricey. So rather than over commit to s
I don't really find that the leaders snowball as much as suggested. I'm winning most of my games "from behind" since I'm playing on a high handicap. Often I buy out the "snowballed" despite not having bought anyone yet nor have off world's of my own. I don't believe anything needs to change with the endgame mechanicsother than more clarity on whose got cash to buy people out. Its too difficult to tell when someone is going to lose with all the stock purchased. <
Not sure I like that either. I tend to be against the game holding a players hand. As players get better they will need more to do. Perhaps they could add it to the tutorials, however, since that would at least guide the player that its something to be aware of, which would be a better solution to the problem of not knowing than the game just flashing lights saying "click here."
1. I don't need encouragement to buy stock any time I am able to. The returns on buying stock midgame for $4-$5 are huge, and it also drives up the price for others to buy shares.The first share bought will be worth 2x just based on the stock purchased multiplier before factoring increases in assets. 2. this seems weird and will just force everything to be priced to the same amount. Free money for the first person to build it. 3. The engineering bay is a rea
I'm always turning buildings on or off. If you aren't you are wasting money that could be spent elsewhere. I'd view any overlay not included in the game as cheating. There's not really that much difference in being told to do something and doing it and having it automatically done (botting) since the skill is in determining the course of action.
No. Its the same as the other types. You get a nominal amount of the resource you found on.
Awesome! Haven't watched day[9] in far too long, whats his stream again?
view for costs by colony type: https://docs.google.com/spreadsheets/d/1TTBSBI95C1vhax-jVFCCBu-kyWsnnoWqWvEGOOwvm1c/edit#gid=0 Since the prices are supply/demand driven, I'll use the simplest example, we will go with an 8 player FFA where every player chooses Scavenger. There will be zero demand for steel, except from the central colony, since none of the players require any
Thanks! Will give it a try tonight. Btw.. Please be careful nerfing the offworld. I know currently everyone wants to launch stuff, but hacker arrays can be more abusive for raising monies!
What you need to do is pay attention to the following: - What colonies are the other players? This drives the costs. -What resources are on the map? - What is everyone else producing? Too little? Too much? How about fuel prices/shipping distance? And from that, figure out where the market shortage is will likely. Then you want to target your production towards that, as well as use the black market to enhance the situation. Nuke water tiles if theres no water. E
You can always join the IRC channel #otc on irc.stardock.com to find games.
[quote who="a_Space_Oddity" reply="16" id="3524411"] @indczn1: I would advocate regular auto-pauses as an OPTION that you of course can choose to ignore. Then there will always be "iron-man" games where this must/will be turned off, maybe even with the auctions not pausing the game. [/quote] Options are good, as long as its off by default, The normal game doesn't suddenly become "iron man" or "hardcore" because you add a feature to make it friendlier to ne
Ewww artificial breaks to allow others to process information. Be more efficient in game and figure out how to do that during the game please!Or use the auction breaks to check around. I wouldn't mind seeing the auctions switch to a silent auction system with the players entering a bid and the highest one wins. Might be more strategic since you'd have to guess what someone else was willing to big and go above that. Too low, you won't win, too high, you waste money. As it s