Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
After having cleared almost all actual scenarios i cant agree with everything, just quickly concerning Thomas Foster. His 2nd ability is just amazing. Try him again knowing this ; place the station and you will be able to explore departing of that point, so if you play correctly and explore, then move the building where you explored (or other place) and start again. All your exploration will only cost 1 energy each turn instead of 2 or 3, and sometimes more. All the energy you will save will help to play more efficiently.
I will probably also depend on the strategy you use to explore.
I'll be back when i have more time =) HF during your plays.
Additionally I very very VERY rarely spend more than 2 Energy exploring anyway. Satellites do all the heavy lifting. I typically go for 3+ Satellites as quick as I can.
Nevertheless, many thanks for the opinion, I look forward to more, especially if you have finished all the Mastery 6 paths, since you are ahead of me in progress (just a little).
I confess I cut and paste most of it from elsewhere. Only the My Comments and My ratings bits were actually written by me. :)
OK I rewrote Arthur and bumped him to S. However, you'd have to go a long way to convince me that using THREE extremely rare and precious early game expansion points for Stations when they could have been other, more permanent things that contributed all game is a good idea. Remember also that those Stations are not remotely free - that's a trap, they cost you 5 to 7 resources OF YOUR CHOICE. This is extremely expensive given it's early game.
Appreciate the input.
That sounds like a lot of work and rather large. Can I instead refer you to this guide: https://techraptor.net/gaming/guides/terraformers-leader-guide
Haha, perhaps it is, but I personally don't think so. You can save up quite some power with this building, but we can re-assess it later if rebalancing is required.
Buildings on the planet relocation time is equal to the distance (so 1 distance away is only 1 turn), hence the exploit.
This game is all about timing and snowballing. The earlier any building goes into play, the stronger that building is. Buildings going up in the first dozen turns are among the strongest in the game. So imo, anything that can rush early buildings like Arthur can is therefore a force to be reckoned with. He can stay at S for that alone.
Oh fyi for completeness, the supply station doesn't need to be in your own territory, it crucially can be built and functions outside controlled territory, so that section of the tierlist needs a lil update. But yeah I don't see myself using it post nerf when the resource boost is so very powerful.
Shoutout to Aishe for being the better of the life advisers IMHO. Heat is prolly the hardest stat to raise consistently atm. This allows for many of the better bacteria (or bunnies) to be used right from the start.
OK that makes a huge difference, and I didn't know that.
I withdraw everything I said about that ability and will update the text.
Jeez, Arthur has TWO absolute S tier abilities right now. In fact the choice between the two makes itself here: if you have a lot of Power, take the resources; if you have dwindling Power drop a Station for a big saving in future Power. Very very nice design there devs.
I will not count the nerf till it happens though.
And I have demoted Henry Carnegie to C having played with him in my last run.