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General Discussion / Re: Planet composition algorithm: is it designed to screw you, or RNG?
« on: March 02, 2022, 03:19:51 PM »
As the other guy said, just settle. Perfect is the enemy of the good enough, and good enough + time (endgame farming) = great.
I don't have any GREAT seeds for 95.1, but I'm sure someone has found and posted one somewhere. Might be worth trying a game with an amazing system, to really push the limits of colonies, but that often gets boring.
I actually disagree with a lot of colony advice, and try to set down my first 2 colonies pretty much ASAP, as soon as I can afford to buy the required supplies/machinery/crew and have enough space junk to get the materials to the system. My first colonization fleet is usually a mix of barely spaceworthy pirate salvage that will be left on the planet anyway. Maybe an extra 200-300k for initial buildings (industry, waystation, patrol HQ).
I don't look at colonies as cash cows, usually. I just hope they can cover crew/officer salary and support heavy industry/orbital works to make ships from blueprints. I don't actually need them to do much more than that. That's why I try to settle 2 colonies quick, usually one for high value industry (heavy, fuel production) and the second to do something that is relevant to the high end supply chain (mining/refining, volatiles) I pick for my first.
I don't have any GREAT seeds for 95.1, but I'm sure someone has found and posted one somewhere. Might be worth trying a game with an amazing system, to really push the limits of colonies, but that often gets boring.
I actually disagree with a lot of colony advice, and try to set down my first 2 colonies pretty much ASAP, as soon as I can afford to buy the required supplies/machinery/crew and have enough space junk to get the materials to the system. My first colonization fleet is usually a mix of barely spaceworthy pirate salvage that will be left on the planet anyway. Maybe an extra 200-300k for initial buildings (industry, waystation, patrol HQ).
I don't look at colonies as cash cows, usually. I just hope they can cover crew/officer salary and support heavy industry/orbital works to make ships from blueprints. I don't actually need them to do much more than that. That's why I try to settle 2 colonies quick, usually one for high value industry (heavy, fuel production) and the second to do something that is relevant to the high end supply chain (mining/refining, volatiles) I pick for my first.