Project AURA

Project AURA

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Gemji Oct 29, 2017 @ 6:53am
My experience with Ultra difficulty
I had many new starts till i got a running base (50+ days)
many where because of the accident chance of the ships.

The first goal is to get a steady suply for morale food you need atleast 5 morale to sustain the basic needs.
Because of this you need to buy with your cosmos influence the orange juice or get the food package at the beginning that gives you about 10 day each.
So you have about 20 days to get your own morale food production running.

Cosmos gives you because of the +1 influence each day a way to suply up to 20 colonists.

With the Conservatives its posible to get the seaworm farm in 10 days running so you dont need the food package.

The NeoIndustrial gives you option to buy iron which shortened the time you need to set up a farm

The Ecos are not so useful in my opinion, you can buy fertilizer from then but thats not so hard to get and you could save some material for the seed recovery in which you buy the seed from the corp but nothing else what get you a better start like the other ones.

And the vital reserve is a gamble with the research you get in the beginning it can get good but there are many research that you dont need at the beginning.


about day 25 starting the first weather events.

after you got the morale balanced you need to upgrade you generator updates to atleast tier2 better is tier3 before you get to day 80 or the 3-5 weather events break your colonists.

around day 110 my colony breaks because of status difference with the colonists
to counter act it you need atleast 16 food/fuilds and 11 morale(more if you need to compensate more then the daily waste and the stat avarange) so that all your colonists can get to 100.
when you are below the numbers then there is a difference in the colonists stats that can cause, with help of a weather event, a malnutrition or other events even when you avarage is above 40.
Last edited by Gemji; Oct 29, 2017 @ 8:40am
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Showing 1-5 of 5 comments
nick_telepneff Oct 29, 2017 @ 7:16am 
I think a useful balance adjustment would be to make medical supplies and/or Dome Additives faster/easier to generate. if you can cure your sick colonists once they get sick, or police them effectively before they start killing each other that would make for a fun game. Chemical additives are useful too. Either way it's good to have a choice which way to go:
Medicine
Chemical Dome Additives
Police Drones
None of these things seem to kick in before Dome Energy can be lifted to make them essentially irelevant in my game.
Gemji Oct 29, 2017 @ 7:39am 
oh and one thing i notest is that you dont need a city lvl to expand to the outer platforms that you build
Gemji Nov 4, 2017 @ 8:46am 
Day 128, 11 negative events, i think about what would happen when the sidebar is full.
Nexcentric Games  [developer] Nov 4, 2017 @ 8:55am 
Originally posted by Gemji:
Day 128, 11 negative events, i think about what would happen when the sidebar is full.
A screenshot would be funny :).

PD. Balancing ASAP.
Gemji Nov 4, 2017 @ 9:29am 
http://steamcommunity.com/sharedfiles/filedetails/?id=1191267701
http://steamcommunity.com/sharedfiles/filedetails/?id=1191580531

the malnourishment and dehydration came from the last events 5 days earlier.
oh and one think i notest is that when you scroll down in the shields tab it resets on the top one again
Last edited by Gemji; Nov 4, 2017 @ 1:33pm
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Date Posted: Oct 29, 2017 @ 6:53am
Posts: 5