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A lot of what you ask require you to have you to take more time planing or upgrading them while also exploring events around for story, more ressources and groups of science research points. Maybe you won't like it and don't like survival management games, which is fine but you won't have other gameplays in this game. But losing those aspects would make it more a sandbox game than what it is supposed to be
You are supposed to find out issues and ways to solve them (which at first can require to reload a previous save if you are in a situation you can't fix), but if you want answers on the issues you listed:
First, maybe you should open a second sector if you don't have enough space at this point
You then need to take more time making stocks of iron ore and melt them before moving after prologue, or you didn't scan enough in chapter 1 to find more iron to mine. Or it was way too long after arriving in chapter 1
Well that's the challenge but you have way enough ressources around in chapter 1 to take the time to get these people awaken
Why doesn't it makes sens ? EVA builders likely don't build with powerless tools and keeping an electrical system right at 100% usage wouldn't really be a good way to keep it working
Ressource and space management are part of the survival and city builder genre. But sure the Tiqqun damages iteself way too quickly for it to be realistic, that's surely more for a challenge because the game isn't supposed to be a free win at first try
Food is as much essential than iron, you just have less demand of it in the beginning.
Not sure air management would have make the game more balanced to you, there's already a lot to manage and understand when discovering the game
You then need more science, by having science ships explore events and upgrading your laboratory productivity in the research panel so it's a bit quicker when you don't have remaining events in the current chapter
The prologue is the easy part, as soon as you enter chapter 1 you are in the survival aspect of the game and it is on purpose easy to lose so you restart better a previous save or a different run. However yes some of the management systems aren't super user friendly
Maybe it's a tutorial thing but I don't remember the game to limit you to one ship of each kind in docking bays. If it's the case in the very beginning, be aware it's totally free how you assign ships a bit later then
Those are base stats, you can upgrade buildings capacties/productivity via the research.
Also there are goods and bads for every habitation buildings. Crew quarters take a very bit more power and ressource to build but can get more people in and are nicer, if most of your people in one sector are in them they get a happyness bonus. With the you can have quite quickly the space for those 500 people to awake
They are huge indeed, part of the space management challenge of the game.
Hopefully that helps
Easy to miss also but when you get the ability to open more sectors by hacking them, Tiqqun's PA says those where supposed to unlock by themselves over time to continue the test and expansion of the Tiqqun after it gets back to Earth. But you may have seen Earth isn't the same so stuffs didn't work as planned and that's why Tiqqun wasn't equipped and built for what's to come.
I won't say more since you should get more hidden answers as you play and lore threads from other gamers are great also, but they will spoil you a lot at this point
I'm not sure I was totally clear on the ships thing, at the very first yes you likely have to build one of each kind (and you need them anyway).
You have three slots in each docking bay, if one is empty it shows a green cross. Clicking it shows you the choice between both three kinds of ships to build one that will then directly be assigned to this slot. But under those three choices you have displayed every ships you built that aren't currently assigned to a docking bay (and then can't go to space).
For ships that are built and assigned, on their docking bay slot you must see their image and name. Under that a small red cross to turn them back to scraps and a small white up arrow to unassign the ship from the slot, that's the button that should help you a lot
However be careful, someone reported that destroying a ship while it was out in space sometimes glitch and stuck the slot the ship is in so it's safer to first call them back and destroy them once they are idle in the Tiqqun.
But you can freely unsassign them at any point, they will directly fly back by their own unless it's a science ship already in an event that hasn't been concluded. That's something you can play with to switch between science and transport/mine ships to go quicker especially until you can have enough to build and keep enabled two docking bays. But even later it's still usefull to do this science ships trick
I did that pretty much all the time too ^^ Much more comfortable but you then see irl time flying instead of the one ingame lmao
About tutorial, if you haven't you should take a look at the side tutorial/explications panel via the "?" button on the left center.
For the very beginning there is pretty much the same as what the dynamic tutorial tells you but at some points you get whole mechanics of the game explained much deeper or pretty much only in this tab without too much notification of it. I agree the dynamic tutorial is a bit light
starcraft classic survival jame
I find coming up with solid layouts to follow helps a ton, as well as figuring out a good build order. I'm using this site to cook up layouts, and adjusting or redoing them entirely as the buildings I'm putting in them turn out to not work well together.
https://ixion.info/
Hope that helps.