Space Colony

Space Colony

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Lord Strong Dec 26, 2019 @ 9:43pm
Androids?
I didn't study them super close but they seem to disappear fairly quickly. Do they all have a specific life span? And wheres the profit margin approximately using androids versus not using androids? Will I be coming out way ahead even with a short android lifespan? And will assigning androids to make more androids increase the production way more over time. or is this very minimal and is the investment in androids increasing or diminishing returns? Quite possible to work up to a cap on androids. I have no idea if a cap exists. Then reap huge rewards before running out of resources? I don't know if androids are limited or limitless. Or is android production cutting into my chances for profit?

Will I profit more long term if I just use my main crew to gather resources. Is it possible to profit a lot by mass producing androids and maybe have them run chicken farms? or are we mostly going to lose money investing in androids? Any way to produce androids with better than 2 star badges? I might try exploring these things about androids. But far as I can tell the android life span seems too short for my tastes.

I love space colony but can't figure if android production is worth the investment due to their short life span.
Last edited by Lord Strong; Dec 26, 2019 @ 11:08pm
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Showing 1-7 of 7 comments
-V- Dec 27, 2019 @ 3:05am 
You can see the lifespan of your android in their colonist panel. It ticks down to 0 and they deactivate. They are essential as temporary crew when you don't have enough colonists to perform basic functions. I typically put them on power and oxygen.
Lord Strong Dec 28, 2019 @ 3:22am 
Originally posted by -V-:
You can see the lifespan of your android in their colonist panel. It ticks down to 0 and they deactivate. They are essential as temporary crew when you don't have enough colonists to perform basic functions. I typically put them on power and oxygen.

So you could basically use them for stuff like maintenance, cleaning, oxygen and energy? Then focus crew members on more meaningful tasks that make you profit? Since crew members can get 4 star badges? I will try it that way. Seems maybe only a few androids are necessary if played this way. Maybe one or 2 androids produced for replacing the active ones.
-V- Dec 28, 2019 @ 5:29am 
Originally posted by Lord Strong:
Originally posted by -V-:
You can see the lifespan of your android in their colonist panel. It ticks down to 0 and they deactivate. They are essential as temporary crew when you don't have enough colonists to perform basic functions. I typically put them on power and oxygen.

So you could basically use them for stuff like maintenance, cleaning, oxygen and energy? Then focus crew members on more meaningful tasks that make you profit? Since crew members can get 4 star badges? I will try it that way. Seems maybe only a few androids are necessary if played this way. Maybe one or 2 androids produced for replacing the active ones.

Also, Mr. Zhang is the best android maker. Everyone else is so slow, the androids aren't worth the time to make them. They also have wonderful military applications as they have no needs and work around the clock.
Lord Strong Dec 29, 2019 @ 5:43pm 
does androids timer run after they are created or when they start working? could i possibly create a few extra and put them to work as needed? or only create androids i plan on using? little things like this may make my base more effecient using androids. i might try to study their life spans more and note the time created til the time deactivated. and see if an unassigned android will deactivate. im just going to experiment with a few just to get an idea. I may or may not use that many of them. i kind of just want to see if their lifespan is always the same or random. Im training barbara for 4 star cybernetics. for the sandbox game im on. the planet mostly has silicon. and a few iridium. I have most operatives training in one part of the resources needed to produce androids.

they last approximately 5 days when produce by Barbara training to 4 stars. I don't know if any random varibles are present or it's a fixed amount of time. they will disappear fairly quickly running game at fast speed. i think 5 days is an ok amount of time for them to last. If androids are produced by operatives with less than 4 stars they probably deactivate faster. if wanted to speed up the process of creating androids could have more cybernetics labs and have androids work on them then have the 4 star operative finish them.
at this pace it should be possible to create 10 or so androids by the time the first one deactivates. if only using 1 lab should average around 10 or so active androids be my best guess.
Last edited by Lord Strong; Dec 30, 2019 @ 2:25am
-V- Jan 1, 2020 @ 5:51pm 
Originally posted by Lord Strong:
does androids timer run after they are created or when they start working? could i possibly create a few extra and put them to work as needed? or only create androids i plan on using? little things like this may make my base more effecient using androids. i might try to study their life spans more and note the time created til the time deactivated. and see if an unassigned android will deactivate. im just going to experiment with a few just to get an idea. I may or may not use that many of them. i kind of just want to see if their lifespan is always the same or random. Im training barbara for 4 star cybernetics. for the sandbox game im on. the planet mostly has silicon. and a few iridium. I have most operatives training in one part of the resources needed to produce androids.

they last approximately 5 days when produce by Barbara training to 4 stars. I don't know if any random varibles are present or it's a fixed amount of time. they will disappear fairly quickly running game at fast speed. i think 5 days is an ok amount of time for them to last. If androids are produced by operatives with less than 4 stars they probably deactivate faster. if wanted to speed up the process of creating androids could have more cybernetics labs and have androids work on them then have the 4 star operative finish them.
at this pace it should be possible to create 10 or so androids by the time the first one deactivates. if only using 1 lab should average around 10 or so active androids be my best guess.

The timer starts as soon as they get off the table. I think the skill level increases the speed at which they are built. I haven't used an android in nearly two decades, so my memory is a bit hazy.
Lord Strong Apr 20, 2020 @ 1:42am 
if i play on habu and train barbara or one the other operatives in cybernetics. I can maybe have the girls from japan work on electronics while the others work on mining. and have barbara go for iridium between making replacement robots. i think i would only want two or three androids active at any given moment. third one backup for oxygen or energy. and maybe have it do cleaning and maintenance. i would have about 3 or 4 operatives most the time mining or whatever other productions i could muster up.

I could juggle jobs a bit at the start. because some jobs like nutrient extraction seem to produce more than you need. and i may not need iridium mined constantly so could put 1 or two more operatives mining or whatever. this is partly why I wish you can select 3 jobs to focus on for each operative. seems we need to juggle jobs at least a small bit.
Last edited by Lord Strong; Apr 20, 2020 @ 1:57am
Zap Branningan Jul 23, 2020 @ 5:16am 
I knew you'd look up my post history ; ) - score is now 3 -1 its safe to say I win.
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I find training more beneficial than androids personally. You can take advantage of a bug by first having people train on the chair then continue training (after complete) on library that way you get a free training badge each time you train if you do this from level one you will destroy the game. As regards androids I find them useful on only one of the levels from the campaign where the are definitely needed other than that not worth so much attention
Last edited by Zap Branningan; Jul 23, 2020 @ 5:22am
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