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If you also get electric furnaces quickly then all that remains is to phase off boilers in favour of solar panels and accumulators and you will have a factory that barely pollutes despite producing quite a bit.
Rail world added to the mix kind of depends what you mean by it, if the enemy density is the same as a death world the you are potentially going to run in a few issues since one of the key points in a death world is to rush tech in order to unlock enough military might to "rescue" a few nearby deposits.
A rail world means deposits that are a lot farther in general so it could cause a few issues when trying to scale up in order to continue up the tech tree.
Defenses working sounds fine but usually that means that you are spending resources to keep them running, so lowering the attacks with the modules means saving quite a lot of resources for other things.
The general idea of rushing flamers and efficiency modules 1 works very well.
I did keep things slower to get attacked less before getting those 2 oil dependent techs and evolution from time wasn't too much of a problem.
Getting oil is the real key issue to get things going. Once you get it, and have the flamers you don't have to fear evolution much anymore, efficiency modules let you up the production without more retaliations. From there it should just go easier, and the far ressources will just need more work to get, but it will not be harder work necessarily.
If the first oil deposits are hidden very far away and you can't see any with radars (and you didn't watch the preview of the map), you might be on a slippery slope that can lead you to an irrecoverable game state.
Edit to add about early game clearing nests in the cloud. I leave them be as long as their attacks are predictable and not too oppressive. Spawners absorb pollution to spawn attack groups, but that doesn't make them evolve, so clearing them will just let the cloud expand to the next nest anyway. Killing spawners makes them evolve, so I try to only kill them if I can spare the ressources to protect that land from further expansion groups like when securing ressources patches.
Later in the game, that's another story!
Got a great starting map. I setup turret outposts circling my base as featured in the guide Before the Bus https://steamcommunity.com/sharedfiles/filedetails/?id=1977444216
I don't enjoy the death world early game too much as I'm just sitting waiting for resources trying to minimize pollution. For pollution, it's way better to use electric mines than the crummy mines. So for the first couple hours I'm using one crummy mine, just running back and forth trying to stay busy, exploring to collect big rocks, waiting forever. Since I can't control where I put my mines as much, it's about countering the pollution by strategically placing all other pollution sources to make sure the spread will trigger zero attacks until the initial turrets & ammo are built
I don't enjoy the warning system being so quiet and if I miss the yellow warning sign, my outpost could be out of ammo for the next wave
I don't know if I have too many resources yet as this is the first time I'm playing with no rushing enemy bases. I'll have to wait until I start attacking the bases and check the amount of resources left at my starting area.
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