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How do I get more workers? I seem to always be in a constant state of overwork and I cant stabilize.
I'm assuming it's already too late to do that though.
An easy way to help build up steel is to turn off hull repairs. The lower the hull gets the more of it will be repaired per unit of alloy used so less is used up on it over all and it otherwise lest you stockpile the stuff in the times between when you turn it back on.
If you don't have enough workers for all jobs, look for any buildings that aren't useful right now and turn them off to free up the workers within.
To get the alloy you will need you must get three things up and running.
1) At least one miner that can head out to mine any iron you can find on the map with probes.
2) At least one transport to ferry that iron back to the station, though if your in heavy need of it two transports would be better.
3) At least two forges to help keep a constant supply of alloy up to cover your new building needs.
Cyro is a lot of pot luck. Every one of those cyropods you found contains either a worker or non-worker and (from what I understand) which is which is pre-set. The cyro building opens them all up at random so it is entirely possible you will have a load of one pumped out before you start to see any of the other.
There is an option found in the (once researched) DLS building that can force it to only unlock the workers first, but it comes with a heavy stability penalty while active.
After posting this I ended up getting further in. I'm going to leave the solar system here soon but I'm currently setting up the new sector. Due to limited space and over population I'm having to destroy things and put cell housing. Ugh.
Painful. Lol
I might mine it all out. Might as well. Just have to remember not to attach the new drive/not do the mission on jupiter until im ready to leave. I'm learning!
Even once you do attach the new drive you still won't be forced from the system until you select the option to leave and the same is true for each system beyond that, you won't leave until you both complete the objective needed to advance give the order to do so.
There's a major unhappiness thing about not leaving the system. So to avoid issues I just wait.
I keep getting this unhappiness penality for not leaving the system. What EXACTLY is this penalty and how do I avoid getting it? Im trying to mine out the Sol System but I cant get anywhere because stability drops massive thanks to lack of electronics.
Am I really supposed to build an electronics factory so soon to stockpile stability things?
This game is extremely difficult and I cant figure out what the heck im supposed to do.
Thanks for any help. Ive spent the 7.5/8 hours of my play on this first damn chapter, trying to figure out how to play this game and I keep getting hit with massive stability. I find one solution to one problem and then another pops up. Is it really just stacking memorials that fixes this problem?
After that you'll face with other penalties. Some of them are also permanent, some - can be fixed. For example, loosing science ship gives permanent -1 but only once.
Keeping in the sector more criopods than people in the sector gives -1 stability, but as soon this numbers match or more people than cryo, this penalty dissapear.
To keep your people always happy you don't need lot of electronics. Usually the amount in newly opened sector is enougth to build Alternative life center and DLS center. They together gives +2, good houses for living also gives +, alltogether that coveres usual penalties at least to neutral status.
You do not have to accept every request the crew throw at you, only say yes to those you can achieve.
Juggle buildings on and off to use your workers where you need them. Track resources and prioritize what you need now. Keep the workers happy and fed. Try to avoid speeding up time, a lot of time gets wasted when it runs at 4x, and in that wasted time food and resources are still being used. The pause button is your friend, stop, take a breath, think and plan.
at https://ixion.info/ you can kind of plan a layout for your starting sector which means you are not just randomly sticking buildings in an open space.
Just take your time, yes it is not easy, but others are doing it and so can you. :))
I too seem to running from one disaster to the next, but I will not let that defeat me, l learn from it and try again....and again....
The good news about that however is that if you can account for this -1 you will already be ready for the next one.
The ways to counter these things is to research and build things that help make them feel better about being stuck in a spinning tin can lost in the depth of space.
Recommend you research and build a Data listening system (DLS) and Alternate life center (ALS) in each section of the station and they both give +1 to peoples happiness. The DLC can also pass a policy that can increase it's bonus to +2 and the ALS can be upgraded to increase happiness in sectors that have very high populations.
There's also some monuments (I forget what their real name is) you can build for further +1s.
Building better houses will add to your happiness so long as most of the people in a sector are living within them (the homes you can build on the walls give no bonus). Added bonus of getting better homes, you can house more people in less space.
----
If you haven't already build an electronics factory then make that your highest priority.
This is in part a survival game, and a major element of such games is getting your resources sorted ASAP as you will be needing a lot of everything the longer the game goes on for. Micro chips included.
So get electronics asap. Dont ONLY focus on mining for steel, get both. Got it.
Thank you!
Yeah chapter 1 and 2 is a major shell game, moving stuff from one sector to another.
You should start to develop a plan on what sector is dedicated to what to make things easier for yourself moving forward. There are different examples in the Steam guides and other places online. There's no right or wrong way. But I prefer:
Sectors:
1: SPACE! (except for Science lab, that's in sec 2)
2. Industry
3. Water Food (crop, algae farm)
4. People (cryo and colony buildings here too.)
5. Overflow (I have tons of resources. I'm constantly bleeding extra alloy, iron, food, carbon, all of it actually)
6. Recycle and Mushroom Walls (although on my next play through I'm going to try to fit this into sector 2.) Also believe it or not Mushroom Walls are OP (fully upgraded).
Oh, also the fewer roads the better. Try to design your sector with the least amount of roads. Rotate all your buildings to try to fit them in the best way possible. More roads can slow down and crash your game. I think this has to do with the game engine and coding more than the specs of your PC