Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game

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Discussing Max Level at the very end for the Photo-Finish
I'm planning my new run, either optimizing my last runs, or changing a bit more.

From what I saw in "Player submitted builds": (Edit: Educated feats mandatory)

- Mastermind with Int 11/12 on a Solo / Lone Wolf run can barely get to level 11 maximum if everything is done exactly right.
https://steamcommunity.com/sharedfiles/filedetails/?id=3087270500

- a 4 man team without Cult Leader can get Evans 7, Faythe 7, Jed 8, and Mainchar 7 (started with 6 Int - then implant 7/8 OC; my own runs)
https://steamcommunity.com/sharedfiles/filedetails/?id=3090759679

- Non-Mastermind solo runs tend to get to Level 9 or 10, depending on their amount of Int (going with Int 4 is different than going with Int 12)
https://steamcommunity.com/sharedfiles/filedetails/?id=3077462889
https://steamcommunity.com/sharedfiles/filedetails/?id=3080652013
- Mastermind SOLO runs with just 10 Int (no Int implant) would still get to level 10 all the same?



So, I assume, that:

- Cult Leader with full team would lead to: Evans 7, Jed 8, but Faythe 8 and MC 8 (one up, thus MainChar and Faythe would gain each one more feat by going with Cult Leader) (- assuming 7+ Int on MainChar; to be absolutely save 9+).
Example: Cult Leader with Int 12
https://steamcommunity.com/sharedfiles/filedetails/?id=3088266552

vs

Cult Leader with Int 8
https://steamcommunity.com/sharedfiles/filedetails/?id=3092165992
BTW: This screenshot hints that Cult Leader with Int 8 is NOT enough for MC Level 8! EDIT: 65% seems like missing the Bridge Officer Chip? Then Int 7 would be enough... - hm. Else go with 9 Int; or Chapter One with just 3 people instead of 4 since Knurl or Harbinger can be added later anyway.


- Mastermind with 12 Int and full team would lead to: Evans 7, Jed 8, Faythe 7, but MC 8 (thus 3 more feats: two from Mastermind bonus, one from the level-up).
https://steamcommunity.com/sharedfiles/filedetails/?id=3085149824


Thus my conclusion for a new Team-Run is:

If I want Mainchar to be Level 8 and ALSO have 3 more feats, then Mastermind it is; (Int 10 vs 12 probably not making a difference in final level, just one more tag)

If I want MC AND Faythe to reach Level 8 and thus have one more feat on both MC AND Faythe, then Cultist Leader it is (but only if Int 9+, as he has to reach the same bonus% as Faythe).[/b] Edit: Bridge Officer Chip (one from Eye-Heist, the other from within the Lander) should be enough for MC to make it to Level 8 even with Int 8. Might be close though.




Now I am wondering:

Would a two man run or a three man run get any of the others a level higher (Evans has so low Int, that he has very little bonus to begin with). Maybe it's worth only bringing MainChar and Faythe, and then look what happens to the level of maximal early Harbinger? (She has a natural 20% xp bonus and a free Implant slot, and might be able to get to 8 herself if she gets Educated and Int implant? I wish someone had tested that: sure, she is already good enough at level 6 and 7 I assume, but it would be interesting to see if she could get to level 8. - Would you consider keeping one or more token for her? Or do all your token go to Faythe anyway to keep her viable (- which is my usual choice).


What's your experience? Do screenshots and upload your own runs to the "Player submitted builds" thread for comparison. Or someone make a table of xp needed for level-ups and a table for xp per quest etc. - some crazy programmer doing a tool?

Edit: in the end it comes down to "How experimental do I want my 3rd run to be?" - I think I want to make it about maximizing xp / levels, rather than simply "more achievements with minimal derivation of my working formula".
Last edited by stadtpark-hartmut; Nov 23, 2023 @ 4:23am
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Showing 1-15 of 17 comments
Marcos_DS Nov 23, 2023 @ 3:39am 
I had MC 8 Evans 7 Jed 8 Faythe 7 without cult leader (or mastermind), BUT Faythe only needs ~500 xp to level 8 while both Jed (800) and (400) have more than they need to get their respective levels. So maybe if i did the encounters in act 1 without Evans and Jed i might get 8/7/8/8. My party is on the 3rd page on the character builds thread.
stadtpark-hartmut Nov 23, 2023 @ 3:45am 
So I narrowed my plan down to Cultist Leader with Int 7/8 or 9/10.

I think Int 7/8 should be enough with the Bridge Officer Chip to get to Level 8.

If I do a run without Jed (to add Knurl or Harbinger later), Int 8 should definitely be enough.
Which means that I can start with Int 6 on Char creation and install Jimmy's "Little Shop of Horror" Neural implant as first order of business to get going.

Sorry for abusing the forum to think aloud and make my plan for the next playthrough.
Faythe stays, Jed goes. Small incremental change. MC will be heavy armor with no Ini, but it's a Cult Leader run anyway, and none of my usual Fast Runners.

I will probably hate it: only to see MC and Faythe get one more Feat in the end (- and of course get a few more / different Achievements.

I'm looking at the "Protectors take-over" achievements for the Pit and the Shuttlebay this turn. And will be aiming for Landing the Ship / Changing out The Great Mother and get the new one to Shut Off the Engines against the will of the Monks (- before the factions have united; if the Monks got their will, the Ship would be staying in Orbit for a few more years, while the Colonists would unite under one Banner finally.

P.S.: I have to agree with one commenter in the other thread: it's a bit silly that the best outcome is the easiest: always being diplomatic and going with the Monks; while the harder to get outcomes are all strictly "worse" in the sense of story telling, but have more "bragging rights" in terms of hard combats / rarer achievements. - Well: I guess it fits the dystopian atmosphere to the end.
Last edited by stadtpark-hartmut; Nov 23, 2023 @ 4:26am
stadtpark-hartmut Nov 23, 2023 @ 3:50am 
Originally posted by Marcos_DS:
I had MC 8 Evans 7 Jed 8 Faythe 7 without cult leader (or mastermind), BUT Faythe only needs ~500 xp to level 8 while both Jed (800) and (400) have more than they need to get their respective levels. So maybe if i did the encounters in act 1 without Evans and Jed i might get 8/7/8/8. My party is on the 3rd page on the character builds thread.

I see: that's from Int 11 - that's why Faythe can't keep pace, but your MC got ahead (- compared to my own playthrough, where MC and Faythe were about the same).

Interesting. So it's a kind of Middle Ground: - No Mastermind or Cultist Leader needed - earning one more feat for MC, supposed you go with Int 11. Certainly worth a look.
https://steamcommunity.com/sharedfiles/filedetails/?id=3085222775


I might do that after I did my "Protectors / Brotherhood / Church takes over the Pit" achievement (which I need 9 or 10 Charisma for anyway). Edit: Although you even went with Cha 9 and Master Trader on that build, so I could do it this same planned run, if I copied that. Interesting.

Actually I love your build. - Although it is a pity, that you get one more feat, but don't have enough Per to spend it on one of the Per 8 feats. - But you can' t have it all: you get two more tags than if I went with just Int 7 on a Jed-less run, as I planned to do.

Edit: Hm. Decisions, decisions. Two extra tags and the maximum amount of Implants certainly look good. In fact it is three extra tags, because with Healing Factor one does not need the Biotech tag, and Faythe is freed from tagging Biotech (compared to my own playthrough): that's three free tags compared to what I was contemplating. Damn. - Since MC will be useless when it comes to Ini and AP anyway, so he will just be a movable tank anyway, going Healing Factor seems the more appropriate way to play. - And when I stay Jed-Less maybe that's enough extra XP to get Faythe to level 8 in addition. - Then your build is no longer "Middle Ground", but superiror in every way possible.

Ok. You have me convinced. I'll try your build. Healing Factor it is, with 11 Int and 9 Charisma. Nice. - Might report back in a week. :-) - Love it.
Last edited by stadtpark-hartmut; Nov 23, 2023 @ 7:37am
flaviolunardon Nov 23, 2023 @ 4:53am 
Originally posted by stadtpark-hartmut:
So I narrowed my plan down to Cultist Leader with Int 7/8 or 9/10.

I think Int 7/8 should be enough with the Bridge Officer Chip to get to Level 8.

If I do a run without Jed (to add Knurl or Harbinger later), Int 8 should definitely be enough.
Which means that I can start with Int 6 on Char creation and install Jimmy's "Little Shop of Horror" Neural implant as first order of business to get going.

Sorry for abusing the forum to think aloud and make my plan for the next playthrough.
Faythe stays, Jed goes. Small incremental change. MC will be heavy armor with no Ini, but it's a Cult Leader run anyway, and none of my usual Fast Runners.

I will probably hate it: only to see MC and Faythe get one more Feat in the end (- and of course get a few more / different Achievements.

I'm looking at the "Protectors take-over" achievements for the Pit and the Shuttlebay this turn. And will be aiming for Landing the Ship / Changing out The Great Mother and get the new one to Shut Off the Engines against the will of the Monks (- before the factions have united; if the Monks got their will, the Ship would be staying in Orbit for a few more years, while the Colonists would unite under one Banner finally.

P.S.: I have to agree with one commenter in the other thread: it's a bit silly that the best outcome is the easiest: always being diplomatic and going with the Monks; while the harder to get outcomes are all strictly "worse" in the sense of story telling, but have more "bragging rights" in terms of hard combats / rarer achievements. - Well: I guess it fits the dystopian atmosphere to the end.

I also got very close to Faythe level 8 with Jed and MC, without mastermind or cult leader

https://steamcommunity.com/sharedfiles/filedetails/?id=3081821549

But I'm not sure about the idea to get the squad leader implant ASAP, 'cause it makes you miss an entire quest in Act 3.. anyway I'm also sold on the healing factor build.. unsure if rifle is the best weapon in that case.. I wanna also try a pistolero sniper build for Evans, with supercheap aimed shots
stadtpark-hartmut Nov 23, 2023 @ 5:19am 
I will take the Int implant instead of the fight for the Squad Leader Implant, to preserve the xp from the followup quest. The int implant will lead to Int 10, which will add another tag, which at this point will probably just go into Armor.

I wanted to take a single talking tag this time, so I might even end up with one free tag once I take Educated. Maybe I end up taking a 2nd speech tag. Evasion seems wasted with so low Per and Dex and enough hp and regen.

I could tag a Stealth skill, but Thief-Faythe gets bonus xp on Stealth actions anyway, so I should probably stay with the tried and true, and not take checks away from her.

In case I end up with "Guns, lots of Guns" (maybe from an otherwise relatively useless token I might get two weapons skills like Pistol and SMG and then the extra tag on one of them would work as another two points of Accuracy for my Rifle - sounds like pretty luxury-problems. On the other hand: with one level-up more, I will have an extra Feat to spend, which can't go into Per 8 territory, so I might as well consider a somewhat experimental build in the end.
flaviolunardon Nov 23, 2023 @ 5:42am 
Originally posted by stadtpark-hartmut:
I will take the Int implant instead of the fight for the Squad Leader Implant, to preserve the xp from the followup quest. The int implant will lead to Int 10, which will add another tag, which at this point will probably just go into Armor.

I wanted to take a single talking tag this time, so I might even end up with one free tag once I take Educated. Maybe I end up taking a 2nd speech tag. Evasion seems wasted with so low Per and Dex and enough hp and regen.

I could tag a Stealth skill, but Thief-Faythe gets bonus xp on Stealth actions anyway, so I should probably stay with the tried and true, and not take checks away from her.

In case I end up with "Guns, lots of Guns" (maybe from an otherwise relatively useless token I might get two weapons skills like Pistol and SMG and then the extra tag on one of them would work as another two points of Accuracy for my Rifle - sounds like pretty luxury-problems. On the other hand: with one level-up more, I will have an extra Feat to spend, which can't go into Per 8 territory, so I might as well consider a somewhat experimental build in the end.

Yes, also consider that sneaking with low Dex is gonna be a pain in the ass.. I'm gonna run a similar build myself. Probably lower Cha to 8, since I don't see a reason to have 9 (or does squad leader give a bonus?) and I'm wondering if I can skip educated to get another combat feat.. tagging persuasion or streetwise and putting a point in the other at Char creation, tagging critical strike and rifle, and when i get the extra tag for INT i'll put it in armor, as you said. I hope that the bonus to biotech will be enough to grow it even without tag

EDIT: I'm dumb, Educated also gives 25% xp so of course it's mandatory.. pairing it with guns,lots of guns might be a way to balance the lazy eye
Last edited by flaviolunardon; Nov 23, 2023 @ 6:48am
Mechalibur Nov 23, 2023 @ 7:11am 
I got Jed to level 9 with Cult Leader + Educated, but I only took Evans and Jed through Act 1 and 2 with one party slot open so they could get more LP/XP
Last edited by Mechalibur; Nov 23, 2023 @ 7:12am
stadtpark-hartmut Nov 23, 2023 @ 7:18am 
@flaviolunardon

The reason for Cha 9 or Cha 10: - I want a certain Achievement which I could not do with Cha 8 last time.


Details:

My last playthrough was with Cha 8 and Mastertrader and the Chipupgrade (I think on Suqad Leader) that gives Initial Disposition. - Still; at the very end I was one Initial Disposition short of convincing Jonas to have The Pit join The Brotherhood. (As I had 20+ Brotherhood Rep, I could talk them into leaving the Pit untouched, so I got the "Freetown" Achievement (- which I still needed anyway, and kind of fit with my Loyalty to Jonas), but now I want for this playthrough the "Habitat Faction Acquires Pit" Achievements, which means I will need one extra Disposition (at least for the Brotherhood case I know for certain; I guess Protectors and Church are probably not really easier, but this is just a guess. Maybe Cha 8 is enough if I had not gone with Falkner and Moses (as those decisions lead to additional negative Disposition during the negotiations). - I could have just reloaded and changed out Falkner for Riggs and tried to save the time on a full playthrough to just check in wether something would have changed. But as I wanted do do another run with Protectors loyalty anyway, I might as well start the game with either Cha 9 + Master Trader +Chipupgrade; or Cha 10 + Chipupgrade.

Because then I will know pretty certainly that I pass the Skillcheck. (The talking skills required were Persuasion or Streetwise 9 btw. - which I had. I'm not sure wether having 10 in one of the talking skills would have earned a "bonus" disposition for over-achieving - never had watched out for that case. Maybe that's a solution as well.)
stadtpark-hartmut Nov 23, 2023 @ 7:19am 
Originally posted by Mechalibur:
I got Jed to level 9 with Cult Leader + Educated, but I only took Evans and Jed through Act 1 and 2 with one party slot open so they could get more LP/XP

Now we are talking! Level 9 you say. With Int 11 / 12? Edit: oh JED is level 9? But still.

Damn: now I want to restart again as a Cult Leader and a three man team in Chapter one, just to see if I can do this as well. Did you add Harbinger (or Knurl, or one of the faction companions)?

Or did you stick with 3 man-team till the end? But MC stayed Level 8?

I can't imagine dropping Faythe though. Maybe I'll have to drop Evans then...
Last edited by stadtpark-hartmut; Nov 23, 2023 @ 7:43am
flaviolunardon Nov 23, 2023 @ 7:48am 
Originally posted by stadtpark-hartmut:
@flaviolunardon

The reason for Cha 9 or Cha 10: - I want a certain Achievement which I could not do with Cha 8 last time.


Details:

My last playthrough was with Cha 8 and Mastertrader and the Chipupgrade (I think on Suqad Leader) that gives Initial Disposition. - Still; at the very end I was one Initial Disposition short of convincing Jonas to have The Pit join The Brotherhood. (As I had 20+ Brotherhood Rep, I could talk them into leaving the Pit untouched, so I got the "Freetown" Achievement (- which I still needed anyway, and kind of fit with my Loyalty to Jonas), but now I want for this playthrough the "Habitat Faction Acquires Pit" Achievements, which means I will need one extra Disposition (at least for the Brotherhood case I know for certain; I guess Protectors and Church are probably not really easier, but this is just a guess. Maybe Cha 8 is enough if I had not gone with Falkner and Moses (as those decisions lead to additional negative Disposition during the negotiations). - I could have just reloaded and changed out Falkner for Riggs and tried to save the time on a full playthrough to just check in wether something would have changed. But as I wanted do do another run with Protectors loyalty anyway, I might as well start the game with either Cha 9 + Master Trader +Chipupgrade; or Cha 10 + Chipupgrade.

Because then I will know pretty certainly that I pass the Skillcheck. (The talking skills required were Persuasion or Streetwise 9 btw. - which I had. I'm not sure wether having 10 in one of the talking skills would have earned a "bonus" disposition for over-achieving - never had watched out for that case. Maybe that's a solution as well.)

You want to do it with Jonas? Because in my run I convinced Braxton to cede to protectors with 6 cha and no bonus disposition
Mechalibur Nov 23, 2023 @ 7:56am 
Originally posted by stadtpark-hartmut:
Originally posted by Mechalibur:
I got Jed to level 9 with Cult Leader + Educated, but I only took Evans and Jed through Act 1 and 2 with one party slot open so they could get more LP/XP

Now we are talking! Level 9 you say. With Int 11 / 12? Edit: oh JED is level 9? But still.

Damn: now I want to restart again as a Cult Leader and a three man team in Chapter one, just to see if I can do this as well. Did you add Harbinger (or Knurl, or one of the faction companions)?

Or did you stick with 3 man-team till the end? But MC stayed Level 8?

I can't imagine dropping Faythe though. Maybe I'll have to drop Evans then...

Main character is level 8 and very close to level 9 at the end, but not quite there. He has 12 INT and 10 charisma with cult leader and basically is the stand-in for Faythe. He doesn't contribute to combat at all, so I didn't really mind him missing out on hitting level 9. He mostly just took stealth feats and Educated/Captain/Master Trader.

Evans hit level 7 but very close to 8 which kinda sucks. Probably could have hit 8 by doing a few more encounters without a fourth.

I took Garret for the 4th. Probably would use Knurl if I ever re-do the save, since faction companions have some limited availability.
stadtpark-hartmut Nov 23, 2023 @ 7:57am 
Interesting: I guess Braxton and Protectors line up roleplay wise, whereas The Pit was already attacked by the Brotherhood under Jonas "historically" an arch-enemy, so it makes sense that the negotiations would be super extra hard....

Thanks for telling.

Man there are so many details I haven't tried out yet in this game.
flaviolunardon Nov 24, 2023 @ 2:15am 
Originally posted by stadtpark-hartmut:
Interesting: I guess Braxton and Protectors line up roleplay wise, whereas The Pit was already attacked by the Brotherhood under Jonas "historically" an arch-enemy, so it makes sense that the negotiations would be super extra hard....

Thanks for telling.

Man there are so many details I haven't tried out yet in this game.

Yeah, Brotherhood might be more difficult even for Braxton, and Church should be easy for Mercy, unless Mother is there.
I'm also interested in running a maximised full party run, so keep the thread updated and let me know if there are some optimal quest outcome you find out.
Myth Alric Nov 24, 2023 @ 2:53am 
I just finished a game with cult leader, where I went three people until until I got cobra, then did four man after that. My MC is about 80% of the way to level 9, Faythe is only about 40% of the way to level 9, and Evens is still level 7, and for what it is worth Cobra is level 9.

I think if I went 3 man the entire game, the MC would definitely be level 9, and Evens would be level 8. Faythe would probably reach level 9 too or at least be close to it. Overall it doesn't seem like you squeeze that much out of dropping from 4 to 3.
stadtpark-hartmut Dec 25, 2023 @ 1:51am 
What do I play in my free time now?

Getting back into the Colony Ship after not having played for 4 weeks, just to see if I can get two additional feats and two differently distributed tags, while having to change my whole apprach, seems probably not worth it. - On the other hand: I still have so many achievements open, and CS being one of my favorite games of all times that doesn't seem right. And there is multiple playstyles I never tried. - Might be worth doing a new run.


Not sure if I have the stamina to do the Dark Urge run in Baldurs Gate 3. And all my favorite Paradox titles have been ruined by too many DLCs to get back into them...

On the other hand: there's too many unplayed titles in my Steam Library. I finally might be getting too old for Computer Games.
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Date Posted: Nov 23, 2023 @ 2:25am
Posts: 17