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thats why its lovingly called cracktorio.
This time around I decided to build a real 2 science/second base, wich is nothing for most people on this forum. But the circuits needed for 2 high tech science per second are actually a big deal at this stage. So I did the math and realized I need something like 4x my actual production of green circuits.
Same eternal question: restart, rebuild or find a solution? I decided to find a solution. In this case it will be my first attempt at a de-centralized green circuits production base.
This will probably lead to all sort of problems down the line, but who cares?
It will be a learning experience for a future 4 science/s base.
Can't learn anything if I never leave my comfort zone.
So, my very humble advice: don't destroy everything.
- Keep your current base for the fundamental needs. Turrets, ammo, assemblers, the usual logistic stuff, trains. You don't a spectacularly efficient base to build this stuff.
- Research only what's really necessary. Don't research stuff that you will be using 12 hours in the future. This way you reduce unnecessary production and pollution.
- Push at least to yellow science (high tech). The previous science packs are nothing compared to high tech science, if you want to produce it at the same rate. It will require a significant upgrade to your production chain and it will give you all sorts of logistic problems.
You seem to have a decent network in place. May as well put it to some use to build a more efficient base without going again through the boring early game.
i usually wait to do a rebuild now until im ready to convert to nuclear power since i'll be uprooting my current power system and reorganizing it.
Small base with 10 assemblers: belts, gears, circuits, science and ammo
2nd base: Finite Science 0,75/s + big mall
3 Base Mega
1. Although the aliens get tougher, once you get to near the point of competing your laser damage/speed increase research, or flamethower damage research things get easier again. Especially once you get artillery, then it is game over for the aliens.
2. Eventually you will build another base or two or three... so better to get all the experience you can on your first base in both early AND late game so you can better improve all aspects of your next base. Once you get bots with a few upgrades and familiar with blueprinting, it gets pretty easy to re-build or move things around enough to keep moving forward..
3. It is more fun to play late game anyway, IMHO.
I just use that starter base to pick up stuff I need to build the next one, having it keep producing the building blocks for a much larger base, until either resources run out or I have a better way of getting a higher volume of the building blocks on demand.
In my still ongoing playthrough, I even have a secondary "starter base" thing going on, that I'm at the end stages on. Was going for an early train-based, gridded megabase, but that was a bit trickier than I thought and I ended up very short on some resources, so that initial megabase is now just to provide the rest of the megabase with building blocks and to keep science going.
Today I'm starting on the real megabase, high volume production.
But the point is that nothing is torn down and rebuilt, I use the existing infrastructure as a supplier to build it properly elsewhere. Taking blueprints of the factories that work, building from scratch where I find better ways to do it. Spacing everything out once I know where things need to go. And I think most importantly, once at that stage, stop relying on a "main bus", when it's far more efficient to have a central smelting area and ship it out from there to where it needs to go via train. I took that last part one step further and send all metals, plastic, coal etc. to a central storage area and then have all trains picking it up from there.