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You are using a lot of ressources from your limited first patches trying to save ressources in the long term and making those pollutes on top of it, making you need more ressources to defend against more evolved bitters.
Do you really save anything ?
Just giving my 2 cents to help tho, you can play it how you like!
Just not a good one.
In the same vein of removing walls, making dragons theet instead of full walls can have the desired effect of having half or less wall pieces taking damage and needing repairs.
That analysis does indicate that there's a few swaps I can make in which item gets the modules ahead of which other item, to tweak the optimization of my module use, but overall, it still upholds the way I've been using modules, at least in the early game when this copper shortage issue was arising. I'm not rushing Prod3 tech, then refusing to build anything until I've got a full set of Prod3s to go in it; I do give Prod1 a fairly high research priority, and research Prod2 and Prod3 when it fits naturally into the progression, and I use Prod1s pretty much as much as I can afford the pollution (then switch to Effic1 modules to get the pollution down so I can afford more). Even in an electric drill, the analysis from your own link indicates that it takes less than an hour for a Prod1 to pay back all the resources that went into making it.
Even when I'm using Effic1s to offset pollution to afford more Prod1s, it takes about 1.5 Effic1 mods to offset the extra pollution per item produced (total, incl both base and bonus production) from using a single Prod1 (assuming they're in the same building type, set to the same task with the same duty cycle; in practice, will be slightly more favorable as I put the Effic1s first in the buildings that produce the most pollution in the worst locations, and Prod1s where they'll save the most copper, which won't always be the same places). A Prod1 and an Effic1 have the same resource cost to make, so that means the total time for a single Prod1 and all the Effic1s to offset its pollution to all pay for themselves is about 2.5 or so hours.
I am not a speed-runner; one hour into a new run, I'm just getting started on a long-term automation set-up, and 2.5 hours in, I'm starting to get things going pretty well, but still have a lot to do to have everything automated nicely. Two and a half hours after my first drill gets its first Prod1 module, I'm still very firmly in the early game.
This all assumes that link's author's valuations of oil; I've never had oil be a limiting factor other than when I'd not yet established a source at all, and it can't run out outright, like copper was threatening to do, so that makes the modules effectively less costly to use than the above calculations suggest.
If anything, this analysis indicates that I was underestimating how beneficial Prod1 mods are, and should be increasing the priority I place on them. Note, for example, that even the "taking longer than 3 hours to pay itself off" threshold you yourself arbitrarily set, is met by Prod1s, even in copper-mining drills, even in the worse-than-worst case where it needs Effic1s to offset its pollution (and also putting them into copper drills), and is treating oil as being as precious per unit as copper ore.