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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.
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.
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.
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...
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.
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..
I use exactly the same tactic
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.