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Congrats on your construction.
Welcome to the architects club.
After running 213Ly round trips for alost two weeks, i look back at one jump hauls with a smile.
Like most people, i feel the Trailblazers update has completely uprooted old beliefs about what is and is not a "big" haul.
Still won't take hauling missions, but i might add something t oa in-bubble colony, just to do some 1-jump deliveries.
The carrier is more boring 100% of the time. But when the colony is truly far away, then it is probably saner to use a carrier.
Tier 3 outposts don't exist do they?
I absolutely was doing easy mode. I just wanted to get the system locked down quickly, so I'd have time to do others at my own pace later...
One jump unladen, two jumps laden (I haven't got around to finishing the engineering on the SCO in my cutter yet). 3 jump round trip, or 60 seconds in super cruise... I'd have got bored quicker if I had to do 3 system jumps per load.
I stand by my "utterly bonkers" comment
Cheers
And on steering clear from both OCD and masochism
I will soon abandon my system, it was just an experimental one anyways.
There's a lot for us yet to learn about all this construction biz so I won't be in a hurry to claim my next system (which will be my first real one). But I will plan it well once I find it and know what it contains.
GL and happy hauling
I'm not entirely convinced I avoided the "masochism" part lol.
I've always said the grind is a choice... I try to avoid grinding anything on my main account, so I only delivered the last 91 tons with it. My alt account on the other hand, has been bloody busy recently lol.
Now I'm stuck...
I can't make my mind up what to build in any of the other 18 orbital slots. I've only got one tier 2 point anyway, so my choices are limited. That doesn't actually help though.
Smaller builds would be both orbiting installations and these little orange Horizons surface facilities. They're cheap, easy to build and can give access to a lot of future constructions.
Its like, open this wooden door to get to the metal door, which again will take you to the golden door should you choose enter etc. That's how they set it up, typical Frontier madness
Look at the construction menu: Note what stuff a building can boost, and then figure if this is what you need for your system. Screw big stuff, even a tiny agri settlement with one small docking pad will be enough to allow your orbiting station to sell veggies.
I made the mistake to try and build everything in one system, typical impatient player behaviour ;p
It made me take some bad choices but I learned about the whole concept in the process
Tier 1
Outposts
These have different specializations, are relatively quick to build and provide very small bonuses and small population.
99% of the time, an Outpost is the ideal initial construction. Military and Scientific provide a small Pop bonus + a Security or Tech level bonus, respectively.
Other Outposts do not provide a Pop bonus.
Tier 2
Coriolis
No specialization. High cost. The only good thing about a Coriolis is it's got a Large landing pad and usually a Shipyard, though it may not be operational for a while.
100% of the time, a Coriolis is the worst choice for the initial construction. The bonuses are barely any better than the Outposts' but the cost is much greater.
You do get extra construction points but you shouldn't bother with a Coriolis because...
Tier 3
Orbis/Ocellus
This is a monster. You will go mad if you build it solo.
But the system bonuses are off the charts! They justifyu their insane price by granting massive Pop boosts, economic and development bonuses, and they drop the most construction points when completed.
If the system is going to be a big deal, and if you can do it in a team, build a Tier 3 colony.
Otherwise pick an Outpost and stay sane.
Remember that an Orbis/Ocellus will destroy system security, so first order of business after completing it is to build a ton of security infrastructure.
(sys. values are in the -4 to +10 range)
Outpost
Commercial Outpost
Pad: Medium
Sys. Economy Influence: NONE
Facility Economy: Colony
Initial pop. increase 0
Max pop. increase 0
Security level: -1
Wealth: +2
Standard of living: +5
Industrial Outpost
Pad: Medium
Sys. Economy Influence: NONE
Facility Economy: Industrial
Initial pop. increase 0
Max pop. increase 0
Tech level: +3
Development level: +2
Pirate Outpost
Pad: Medium
Sys. Economy Influence: Contraband
Facility Economy: Colony
Initial pop. increase 0
Max pop. increase 0
Security level: -2
Wealth: +2
Civilian Outpost
Pad: Medium
Sys. Economy Influence: NONE
Facility Economy: Colony
Initial pop. increase 0
Max pop. increase 0
Security level: -1
Wealth: +1
Standard of living: +1
Development level: +1
Scientific Outpost
Pad: Medium
Sys. Economy Influence: NONE
Facility Economy: HighTech
Initial pop. increase 1
Max pop. increase 0
Tech level: +3
Military Outpost
Pad: Medium
Sys. Economy Influence: NONE
Facility Economy: Military
Initial pop. increase +1
Max pop. increase 0
Security level: +2
Coriolis
Pad: Large
Sys. Economy Influence: NONE
Facility Economy: Colony
Initial pop. increase +1
Max pop. increase 0
Security level: -2
Tech level: +1
Wealth: +2
Standard of living: +3
Development level: +2
Asteroid base
(same construction cost as Coriolis)
Pad: Large
Sys. Economy Influence: NONE
Facility Economy: Extraction
Initial pop. increase +1
Max pop. increase 0
Security level: -1
Tech level: +3
Wealth: +5
Standard of living: -4
Development level: +7
TIER 3
Ocellus
Pad: Large
Sys. Economy Influence: NONE
Facility Economy: Colony
Initial pop. increase +5
Max pop. increase +1
Security level: -3
Tech level: +6
Wealth: +7
Standard of living: +5
Development level: +8
Orbis
Pad: Large
Sys. Economy Influence: NONE
Facility Economy: Colony
Initial pop. increase +5
Max pop. increase +1
Security level: -3
Tech level: +6
Wealth: +7
Standard of living: +5
Development level: +8
Will probably stick a single tourist station around the water world, with refinery/industrial ones around the gas giants...
One i colonized has 4 suns, which i guess helps with sightseeing. Even without any tourism infrastructure there are more cruise ships than pirates.
Tourism isn't productive like mining or industrial, but it demands a lot of commodities.
That's something to keep track of: demand for your industries/producers. Is there any demand in-system or in nearby systems?
Water worlds/Earth likes are popular for tourists.
My outpost currently wants things like food, tech, and industrial materials...