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
I also noted that I got a lot of early space pads and space ports and lots of robots. When I played earlier today I got the flying taxis and the mole hole both. Haven't seen those in many months so some shifts in offerings it seems. Both of these were on a fairly early level as I won at 63. Anyway all good so far for me.
You just export that resource and import another one. The game tracks the balance of how much you have exported the resource of the shortage you are trying to fill vs how much you import. The idea is that by exporting it you are making it more available on the interplanetary trade market for the location to buy it and cover it's shortage. But if you are importing it then it's less available and they struggle more. You don't have to target the location specifically for the trade.
For example, if a location has a shortage of 80 water. If you export 20 water and are importing 20 food, then the shortage will be at 60 water. But if suddenly you decide to import 10 water and export Tritium instead, then the shortage will go back up at 70. To complete the shortage you have to make it reach 0.
I hope that helps!
I will say the mechanic seems a bit "too good to be true". I'm normally exporting resources that I have a lot of, and them importing something I need. Previously, this was considered "trade with Earth". But now, this mechanic ALSO counts as "exporting to a colony" ... which seems strange. But I'll take it! It does make me think a bit more about what resource to export, because now it ALSO has the additional benefit of potentially leveling up an outpost.
Also, I just encountered the leader who has an active power than multiplies this trade bonus by FIVE. This is huge! This means if you're exporting 5 titanium, that counts as 25 titanium in terms of the "space colony supply". In the meantime, you can ALSO use that 5 titanium to get 5 water, or whatever you are short of. This is a very efficient use of resources!
I'm finding that this new mechanic is already making a big difference in my play style, much more so than moons, Mars events, and even the ocean tiles. Neat!
Fortunately, there are a few ways around this. I agree, 100 food is just too much. What I normally do is look for the space projects that upgrade an outpost, and the cost is MUCH more modest. Some even have bonuses, like it'll upgrade an outpost TWICE if it's closer or farther away than the Sun than Mars is. Furthermore, there's also a new leader who has an action that multiplies the trade bonus by 5. So for 100 food, you'd only need to export 20, which is much more manageable. And seeing how you're probably trading that 20 food to get something else you probably need, that's not that big a deal.
And yeah, I love how space colonies do reduce the RNG somewhat, since now you have multiple sources for resources and terraforming goals. I lost a game last night, but it was my fault for NOT colonizing Venus when I had a chance. I was waaay behind on heat generation, due to bad luck getting the meth bacterium. But colonizing Venus gets you heat, and I stupidly chose a different planet/moon because I wasn't thinking ahead.
1. I agree with the overall good impression of the DLC, it adds additional options to your playthrough without feeling too complicated.
2. The new scenario seems too easy. My second run on the hardest difficulty finished at Turn 51? Just build a few of the new Observatories and spam the Development Space Projects.
3. The new leaders seem fair, except for the Early Game guy who gives you a free Robot City; he seems way too good for an Early Leader.
4. Leveling up the Colonies through Exports is almost useless (unless you have the new leader which gives 5 times the value), by the time I could reasonably export more than 50 of a single resource I could have just done a project for 10-20 resources.
5. Is there a way to "colonize" Earth (just joking...unless?)
6. I would love a timer on screen for the next Space Mission (without zooming out into Space View), same thing for the Technology Timer by the way (without going into the other menu)
Overall: Good DLC, adds more of the same (which is good, because the game is great), fair value for 7€. If it was priced higher I would have expected something more unique.
As it stands though I am glad you made this.
I totally thought you had to export a resource without importing anything. Like the colonies were off-screen Space Projects.
This is the Robot City leader's power. If you use his power, you explore a planet AND you get the "Found Outpost for 10 energy" project for free. If you explore a planet "normally" through a timed event, you don't get an Outpost space project with it.