Startopia

Startopia

Plz explain how Mission 7 (kasvagorian) is possible or advise on cheats?
I have had this game for years and am now sick of this level.

There is not enough time to build up a base with pleasure facilities and things that will bring in an income (the AIs will expand to the point you cant get the required 3 sections on the lower deck). You will have enough income, but cant expand to build factories and labs to reasearch stuff and make security bots.

There is not enough cash to expand at the start and build labs and factory. You can build these things but will then be sat with only 10,000e and not enough power for everything.

This mission is stupid because there is not enough time and AIs will only expand towards the player. Seems after only 2 hours they are trying to breach and thats long before a lab and factory can be built to start making security bots.

Does anyone know the secret way that makes this possible? I'll also just settle for a cheat code at this point as i've had the game five years and have never passed this mission.
Last edited by Bitcoin Baron; Nov 25, 2019 @ 3:49pm
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Showing 1-15 of 21 comments
Davypi Nov 25, 2019 @ 11:24pm 
[deleted] - wrong mission
Last edited by Davypi; Nov 26, 2019 @ 9:24pm
Bitcoin Baron Nov 26, 2019 @ 10:53am 
Omg dude thats a long explanation but you have the wrong level, I'm not on about the galactic rehab mission, I'm on about the kasvagorian mission where you have to invade the other two players and take over them to win.
Davypi Nov 26, 2019 @ 10:11pm 
So... I'm trying to remember how I normally beat this. I don't like the combat levels so I don't play them that often....

The main thing is that you can't try to do everything, which it kind of sounds like you are. On your rec deck, you only really need a love nest, a nice place to sleep, a food station, and a rough bar. If you can get your hands on an oroflex or a roulesse wheel, its worth going into a second section because those are both money makers and attractors. But otherwise, you can usually cram the basics into a single section and maybe even have room for a couple of shops or a small disco to boot. The rough bar will make most races happy. Put a couple of lavs next to it as they will need it. Jack up the price by 10 credits. Its not much, but bars make them pee a lot and its an action they can't refuse to do. Similar on the biodeck - you should be using that for farming and adjust your terrain for medical, black market, and alien goods so you are selling premium stuff. (Lux goods are actually good money makers too, but since that what the default terrain usually produces, you can flood the market and run out of buyers.) Hire every Karma you can. Maybe open a second section for leisure, but thats about it. The rest of your money should be spent on primarly on lower deck or security. I don't think I've ever built a lab or factory on that level. Its more efficient to get a dock and trade for what you need, although the dock will bankrupt you at the start, so you've definitely got to save for it and a power booster and a comm station. I don't know if this actually makes a difference, but I usually lower the port entrance fee to 175-185 to make my port more attractive than the competition.

Grab every security column you can until you have about 16 of them. Whatever section of your station is closest the enemy, just line the wall with a row of security columns (I think you can get five across) and then put three more around the lock so it forms a 2x2 grid in that segment. When the enemy starts attacking, they'll take a ton of damage out of the gate. They will be easier pickings for your security. Also, whatever security scuzzer they send to secure the segment wont be able to survive the onslaught of three turrets standing next to the area it has to do its work in. You will never lose a segment with this configuration unless the AI somehow takes your turrets out (and I've never lost more than one). When you do have a segment breach, you can hire from anywhere in the station. You can't steal security that has been hired by the opponent, but unhired visitors that are in his area are fair game. Being able to hire a half dozen Kazs on "his" side of the line in the middle of the firefight forces the AI to fight on two fronts. Just remember that loyalty is the most important stat if you use this trick. Guns that get scared and run away are a waste of money. Also, make sure you are setting a gather point on your side of the wall as soon as you get a breach notification. If your guys are on the other side of the station, they need time to get there and setting a focus point gets them moving before the breach actually happens. Your goal should be 12-20 Kaz and maybe about ten Targs. You'll want greys for your medical bay, but you don't really want them going into battle as they are frail, so don't hire more than you need. Same with Salt-Hogs. Stick to the four you need for the recycler but don't hire any more as they aren't as sturdy as other races. I might hire salt hogs in the middle of a fight to distract the AI (especially if loyalty is 3+), but they aren't your main shooters.

I wouldn't go on the offensive until you have at least six security scuzzers. I usually prefer 10-12. The AI will target whichever scuzzer of your is tryng to take over the lock, but the AI rarely uses turrets. Again, put a focus point near the enemy lock so you have some of your guys protecting your scuzzer. You might go through two or three scuzzers before you get your first section, but after that, you've wiped out most of his army and the remaining sections will be easier. Shut down all the buildings you "won" during your takeover. They're just gonna eat your energy. Unless you pick up something you really need, sell your spoils and use the cash to hire more army. Move your turrets (don't buy more) into the newly acquired section with the same configuration mentioned above. Repeat.
ZERØ∫UM Nov 27, 2019 @ 8:56pm 
i played this mission and they breached me within 20 minutes! the stardock is also buggy on this level as they either never appear, or three appear all at once. bunch of bs dat wat dat is
miscellaeneous Dec 7, 2019 @ 11:18am 
Davypi is right regarding the use of towers. If you can get enough to protect the lock on the segment the ennemy is targeting, they will buy you time to develop your economy. A few towers can hold off several waves of attacks.
Set a rally point next to the ennemy's lock when segment door opens, and drop a sec. scuzzer as close as poss to the lock you want to crack. Your peeps will protect the droid while it's working.
I hire everything I can - priority to Kasvagorians naturally. Strength in numbers.

The principal is Total Krieg: everything you do should be geared towards wageing war.

I don't go for the bars on the rec deck - a prozzy lounge, a disco, that keeps everyone happy. One berth, one dineomat, one toilet, one sickbay.
Anything else is luxury that can wait until you have a stable, protected territory.

Have half of one garden on extremely hot+humid: that gives you food and luxury items. The other half on extreme cold+humid which gives you meds.
A stardock is useful of course but costly, plus you also need a comsensor - so expenses start piling up... Get them from captured segments or buy them if you become flush.

Davypi has it right regarding captured segments: turn everything off until your droids have repaired any damage, then sell off anything you don't need. Place your turrets in the new segment to protect it as you did in the beginning.

Hope this helps.
Davypi Dec 8, 2019 @ 9:33am 
Originally posted by miscellaeneous:
A stardock is useful of course but costly, plus you also need a comsensor - so expenses start piling up...

I don't consider the comm sensor an added cost here. You're going to hire targs for combat anyway (at least, I do). Since you have to develop the rec deck at least a little bit and also build a decent med bay, a comm sensor is going to bring in money from tourist and medical ships. The 5-6K outlay you pay for comms is trivial in comparison. Not only does a comm sensor pay for itself pretty quickly, but it also steals that income from your opponents. You should be buying one of these even if you don't have a stardock. If you want those targs off comms and to start fighting, just cut power to the comms before combat starts.
miscellaeneous Dec 8, 2019 @ 12:35pm 
Sure, just saying a dock and comms shouldn't be the highest priority at the start of the mission.
I don't think you can even fit a dock into the space you're given, in addition to essentials. You'd have to capture at least one segment...
Davypi Dec 8, 2019 @ 3:29pm 
Well, I was really more responding to the OPs strategy of getting a lab and factory to build what he needs. Buying a lab, equipping, hiring eggheads, and then doing the same for a factory is also going to require a second segment, but the capital outlay for that many buildings is much more than what a stardock would cost.

That said, I did open the game up this morning. I was able to buy a stardock from Arona along with a cargo hold, coms, power booster, open a segment, and hire seven workers, and still have 30K leftover after all that. Granted, I would still need a medbay and some items for the pleasure deck, but there's enough money there for me to run a trading economy and use the profits to hire workers.

I also watched a playthrough video of somebody doing something closer to what you describe. I think they had about 20-25 hired guns and did a blitzkrieg on the left admin without using any turrets and only a couple of security scuzzers. There's obviously more than one way to get through this scenario, but I don't think the lab/factory combo is going to do it. It might be fun to try as a challenge, but I think your first research would have to be a security scuzzer so you could chain from there into security columns. After that, I'd switch over to litter, corridor items, and basic goods - whatever can be researched quickly so you can use those 10K discovery bonuses as your income stream. You're certainly not going to make profit manufacturing stuff to sell to Arona and you've got to get money from somewhere since manufacturing with the factory isn't free.
The Camster Dec 12, 2019 @ 5:05pm 
Lol beat this level on my 3rd try. It's not that bad. Just don't over spend and spam Security Scuzzers
JSeling Dec 25, 2019 @ 6:51pm 
Simply turn off the Port after having all the cells filled. Only turn on again after they are emptied.
catarrh Dec 26, 2019 @ 2:20am 
Got back to this game after a decade and found this mission tricky as well.. Not sure how many attempts it took to win, at least 5, but i enjoyed every one of those :) It's important to focus on getting profit ASAP to have enough before the first breach.. Build star dock ASAP. On my last successful attempt i started with 4 things from Aarona: commsensor, star dock, cargo bay, sick bay. Hire a few Kamaramas - but don't rely on farming too much. No rush with lab and factory - i found it easier to buy stuff from traders. Trying to get a lab and factory (that will likely require an extra sector as well) ended up with couple failures for me. Focusing on trade (and occasional farming) appears to be more safe strategy.
Smart trading gives a lot of profit, i was even thinking about having two star docks, because of those trader ships showing up one after another - but managed with just one. It's good to keep your current stock in mind and accept the trader that would be most profitable at the moment. It's very important to respond to requests quick enough - they expire soon and it's not obvious, so better just check/react to the most recent ones. It's like a card game and there's room for bad luck, but careful trading can bring a lot of energy in a very short time.
As long as it does not affect trading - hire any skilled aliens that can be useful later (Kaswagorians, Greys, Sirens, salt dogs and eggheads too).
I had bought all the security stuff from traders when first breach happened - there were only few towers, but there were plenty of hired aliens that could fight back. With enough forces, you can capture the attacker's sector after the first breach attempt.
As usual, you have to look after residents and promote them before they leave.
I ended up enjoying this level as it's much more challenging than many others.
And it does not have rather annoying bomb seeking..
Last edited by catarrh; Dec 26, 2019 @ 3:58am
miscellaeneous Jan 6, 2020 @ 3:51pm 
well if it works for you...
miscellaeneous Jan 6, 2020 @ 3:52pm 
Originally posted by JSeling:
Simply turn off the Port after having all the cells filled. Only turn on again after they are emptied.
That's a different mission, isn't it? the penal colony?
I use exactly the same tactic
Fly Mar 29, 2020 @ 4:34pm 
The key in this level is to have security towers. No need for a security control room (though it would expand the area the towers shoot in), make sure you have one tower near the point where an enemy scuzzer would have to go to take over your section (that ensures you don't suddenly lose a segment because any scuzzer that waddles over to your take-over spot will be wasted), then put one right at the door where the breach would happen.

As soon as you get notified of a breach, put down an assemble-beacon near that ower (IIRC hold right-click on the spot 'til the beacon appears) and click on it a few times to make it really important. If you have spare towers, build them nex to the one where you assemble your forces.

Now let the enemy come. They will, and the towers will mince them to pieces. Just like you lose 1000 creds for every inhabitant that croaks, so does your enemy. You can bleed him dry financially that way (take a look at his energy collector, the glowing pearl in the middle will shrink with every enemy your towers grind to pieces) and he'll run into blackouts before long.

Now is the time to send your scuzzers over to take over his segment, because his towers don't shoot when he's out of creds.
cptmcnair Apr 2, 2020 @ 5:50pm 
I learned that the plant pots make a great barrier that the enemy can't walk thru them. Make a wall or make walls to channel the enemy into a kill zone of laser towers
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