Gods and Idols

Gods and Idols

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Gods and Idols: Help, Hints & Info
By Snap
Guide to Gods and Idols, don't forget to rate it up if it helps.
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Intro
*Subject to changes and updates as content is released and while the guide is under construction.
*Also keep in mind everything here is pretty much from memory until I can really dig into this game to verify and correct stuff after some content servers come online from the rewrite.

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Basic setup for your planet entails the Farms & More Farms section up to and including the Warehouse & Haulers section. Any building listed after that is no less important, but I will leave it up to you to choose your own optimal placement and build order.

"Chalk it up to boredom."
-Me-

  • Notes on accretion will be added as I take more notes after accretion servers are online.
  • Pictures, icons and more. . .

After 16+ hours of playing with all servers up (they were still one at the time), three planets (with 37/47/54, 70,72,90, 93,90,47 [last one ended up looking like a desert planet, next to last looked alot like earth]) and constructing buildings on each I feel I have had time to notice a few things that might be helpful those just starting out. I also hope to provide helpful and relevant data and info for returning subscribers.

I am only one person working on this after work and RL stuff so be patient for me to put in new data as it becomes released. Feel free to post comments about any provable misinformation (I will fix asap) which will help contribute, should you desire.

Lastly, don't forget to rate this guide if you found anything helpful.

Thanks.
Controls and Navigation
Controls

WASD to move along x-axis.

Shift and Space to move down and up respectively.

Right clicking and draging with your mouse will rotate you in any direction.

Ctrl+WASD moves you much quicker, and still quicker the longer you hold it down up to a point.

Any combination of these is how you move around the huge galaxy.

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Navigation

  • Important menus can be found along the top of your screen.
  • On the top-left part of your screen there is the menu that lets you zoom to your capitol with the empire button if you get lost traversing the galaxy.
  • The middle-top of your screen has the production and storage selection and information menu respectively, among others.
  • The right-top menu has your exit button as well as the button to reset your tsli data (pretty sure that what it said read, will verify next available chance). And your options button.
  • With a planet selected, data on building production at all of them appears in a new panel along the right of your screen.
  • Almost all info that I was interested in was found either in the pop-up menu that appears when you click on a building in the info panel in middle of your screen. Or a static info panel along the left of you screen. The same on that shows your population, vagrancy etc.
  • At this point everything in the game is likely subject to change. A good rule of thumb though is to hover your mouse and click things to explore this potentially awesome, expansive and data heavy multi-genre MMO.

(Not to mention having a bit of patience as the devs scramble to get the basics in place before they can make it shine like I suspect they might.)
The Galaxy, Regions & Stars
The galaxy in its entirety. SShot and editing by Me.

Region Name
Description
Nuetral
Leiz-Zu, Omi, Vaire, Orea, Nimt, Crux, Fufa
Start your new empires here (except for Crux).
Unsafe
Felis, Arya, Kroh, Void
Hostile
Rift, Sol, Raki, Anath, Khar

  • Position above or below galactic horizon does not appear to affect the sector you are in. Also, the color of the nebulae can help you determine determine the sector boundaries when not zoomed all the way out.

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Stars

Only thing at the moment that I can really put here is that there are:

Single Stars



System /goto 0 with lore planet. SShot and editing by Me.

and

Binary



System /goto 281. SShot and editing by Me.

(As well as a hidden dark star and other lore objects.)
Asteroid Belts: Accretion, Scry & Conjure
Accretion

After selecting a star in the galaxy either by zooming in with controls or the /goto [star#] command, then zooming in. You can start the accretion process (Minigame) at an asteroid belt by clicking on it, then clicking the button. The button to start the process can be found in the right most info menu, marked as "Accretion" from the selection list.

  • Must have 50% Influence in a system to perform this action (past capitol planet?).

(You should start with more than enough influence. From what I've seen influence refers to your control over a star system and planets. Shows as a Percentage and I suspect to have its values influenced by who has seeded/colonized a nearby system or planet[unconfirmed].)



System /goto 6969 with an asteroid belt selected prior to accretion. SShot and editing by Me.

The minimum you want I have heard is ~70/70/70 in Metal Life and Gas respectively. On that note, I also remember hearing that 100/100/100+ is considered optimal. But probably not that important because you will likely want to reset your planet due to some RNG and reasons listed below.

  • The minigame will take some concentration, so grab a cup of java or an energy drink and strap in (not on) because this minigame can be frustrating to get your stats just right. As you progress, incoming objects will travel from ZOMG hurry up and hit my planet already to holy jeebus slow down.

Bad

-
Potential Values
Asteroid
5, 10, 15

  • Can be both good and bad depending on your goal. More often than not you will spend a lot of time in the accretion process fending off asteroids. If you get close to completing accretion before reaching your goals this is a viable option. Otherwise get rid of them.
  • Sometimes later in the accretion stage I have noticed that certain asteroids can sometimes provide certain bonuses while reducing some or all stats, I am not sure if this is intended.

Mixed

Attribute Combinations
Metal (yellow)
5
8
16
-
-
Life (green)
2
3
16
10
-
Gas (blue)
2
3
16
-
10

  • I did notice the values after building on my second and third planets that life does seem to affect the planet natural plant and tree growth rates.

Accretion
Values
+20

  • Can be both good and bad depending on your goal. If you have taken too many asteroid hits and your accretion completion percentage gets around 25-50% let it through your defences. Letting too many hit your planet too soon will result in a planet with low Metal, Life or Gas, as well.

Good

Planetary Bonuses
*Name(#)
*Effect
Low-Tier
#0
#8
#9
Mid-Tier
Top-Tier
#31
#33

(#26, #2, #3, #5, #22, also but am unsure as to the tier grade at this time. Will be changed when patchs implement planet bonuses. Make note of your number and when released please comment here with your # prior to, and actual bonuses recieved after eventual patch. That way we can get a list of what is actually out there put out for everyone.)

  • I have gotten two different tier bonuses on my second and third planets. Planetary bonus #9 and #33. They haven't been implemented through a patch yet but it is comforting to know that I could potentially make 33 planets and have a different bonus on each. How neat is that. I do remember while accreting my planets that I had multiple low, mid and higher tier planetary bonuses and I only received one #code so I hope the different tier bonuses can stack together bumping your bonus to a higher tier (or rarer modifier within said tier) when that content is implemented.
  • Also if they don't wipe the planet server data before they release a patch with planet bonuses in it I will modify the table to reflect it.

(Honestly though, I was so busy pew pewing asteroids during accretion that I forgot to notice the values. Next planet reset I will spend more time on it and try to gather what I can.)

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Scry

Process selected asteroid belt for valuables or events.

  • Must have 10 essence to perform the action associated with this button.

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Conjure

Take one planet from your vault and place it in selected astroid belt.

  • Must have at least 1 vaulted planet to perform the action associated with this button.
Planet: Seed, Vault, Rename & Shatter
This section refers to the menu that appears when you select a planet, on the far right of your screen.

Seed

Makes your capitol planet and puts life on it to start you empire.

  • Must not already have a capitol planet.
  • Requires 50% influence.

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Vault
(Unlocks with future update.)

Warps selected planet into your vault.

  • Requires 50% influence

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Rename
(Unlocks with future update.)

Changes the name of the currently selected planet.

  • Requires 50% influence.

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Shatter

As the name implies this button destroys your currently selected planet and everything on it.

  • Requires 50% influence
First Farm & More Farms
First Farm

First thing you want to do on your new planet is to build a farm west (or east) in line with your initial warehouse along your equator.

  • I did notice that I could not build anything directly on the north and south poles.

Requires
Amount
Planks
10
Bricks
4
Concrete
5
Granary or Colony

  • Select "gather materials by hand" box in top right of the building's info panel (after clicking on it).

Produces (amount)
Resources Required (amount)
Vagrants Required
Animals (12)
Grain (24)
4
Honey (12)
Animals (6)
3
Milk (12)
Animals (6)
3
Meat (24)
Animals (24)
8
Wax (12)
Animals (6)
3
Wool (12)
Animals (6)
3
Cotton (12)
Plants (6)
3
Plants (18)
-
2
Grain (18)
-
2
Trees (18)
-
2
Fruit (18)
Trees (18)
4
Vegetables (18)
Plants (18)
4

Gender Production Bonuses
Male
+10% Production Output
Female
-10% Resource Requirement

  • Set your farm production to a simple mixture of plants, trees, fruit and vegetables. This should hold you over until you start wanting higher population requiring more food, farms, housing.

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More Farms

Next build 8 more farms in a tight square with your first farm on the right (or left) edge in the middle of the square then delete the farm in the middle. Be sure to select gather resources by hand in the farm info screen. You do not want to produce any food at your new farms at this point, as this will use haulers and may slow resource production/aquisition with other buildings. You will build a granary later on in the middle of the farm square.

  • Farm combos that work nicely together are (plants, trees, fruit, vegetables), (grain, animals, meat, cotton), (grain, animals, milk, honey), (grain, animals, wax, wool) etc. I am sure there are other combos but this is what I have found that provides a nice balance of everything so far.
  • Got 1250 or so inhabitants before server crash and was still having no problem maxing storage capacities with two of each of the previously mentioned farm combos spread across my 8 farms.
Mine & Concrete Plant
Mine

Build a mine north or south of your warehouse.

Requires
Amount
Planks
8
Concrete
15

  • Select "gather materials by hand" box in top right of the building info panel (after clicking on it).

Produces (amount)
Vagrants Required
Rock (6)
4
Sand (6)
4
Clay (6)
4
Coal (6)
20
Ore (6)
15
Limestone (6)
4

Gender Production Bonuses
Male
+5% Production output
Female
+1% Chance to produce processed materials

  • Set your mine to produce rock, limestone, clay and ore until you need other materials to build other buildings. Ore becomes pretty important later down the road but not yet.

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Concrete Plant

Make the Concrete Plant next, east (or west, whichever is opposite your farms) of your first warehouse set it to produce both bricks and concrete.

Requires
Amount
Planks
10
Bricks
5

  • Select "gather materials by hand" box in top right of building's info panel (after clicking on it).

Produces (amount)
Resources Required (amount)
Vagrants Required
Bricks (54)
Clay (54)
4
Concrete (45)
Limestone, Rock (15, 30)
4

Gender Production Bonuses
Male
+5% Production Output
Female
-5% Resource Requirement
Sawmill, Smelter & Foundry
Sawmill

Build your sawmill on the side opposite your mine.

Requires
Amount
Planks
5
Bricks
10
Concrete
5

Best to select "gather materials by hand" box in top right of building's info panel (after clicking on it).

Produces (amount)
Resources Required (amount)
Vagrants Required
Planks (36)
24
5

Gender Production Bonuses
Male
+5% Production output
Female
-5% Resource requirement

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Smelter

Build your smelter north of your concrete plant and east of the mine. Smelter is needed for various materials, all requiring ore.

Requires
Amount
Bricks
30
Concrete
40
Mine or Colony

*Best to select "gather materials by hand" box in top right of building's info panel (after clicking on it).

Produces (amount)
Resources Required (amount)
Vagrants Required
Aluminum (36)
Ore (24)
25
Copper (24)
Ore (24)
20
Gold (3.6)
Ore (72)
25
Iron (36)
Ore (24)
20

Gender Production Bonuses
Male
+5% Production output
Female
-5% Resource requirement

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Foundry

Foundry is after that is after that. I only got far enough to find a use for metal tubing at this time.

Requires
Amount
Bricks
20
Concrete
70
Smelter or Colony

Produces (amount)
Resources Required (amount)
Vagrants Required
Glass (36)
Limestone, Sand (24, 24)
25
Metal Sheet (72)
Aluminum (54)
25
Steel (72)
Iron, Coal (54, 36)
25

Gender Production Bonuses
Male
+5% Production output
Female
-5% Resource Requirement

  • I personally like to keep the smelter, foundries and forges grouped together, I found it easier to set production on them quickly if they are semi-organized.
Forge & Granary
Forge

Forge is next, select it to produce 80 metal sheets then 20 steel after it is done building. You will need this for your warehouse.

Requires
Amount
Steel
40
Concrete
80
Foundry or Colony

Produces (amount)
Resources Required (amount)
Vagrants Required
Wire (30)
Copper (18)
15
Screws (90)
Steel (30)
15
Tools (15)
Steel (12)
15
Metal Pipes (30)
Steel (30)
15

Gender Production Bonuses
Male
+5% Production output
Female
-5% Resource requirement

  • I also found it helpful to keep them (smelters, forges and foundries relatively close) together to find them quickly and easily.

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Granary

Build your granary in the middle of the square of farms you made earlier.

Requires
Amount
Concrete
20
Planks
80
Metal Sheet
20
Housing or Colony

Holds
Honey
Milk
Fruit
Vegetables
Grain
Meat

Capacity to farm goods +250 per granary built. Provides 3 more haulers to your total pool.

  • Warehouses can also move goods. Granaries seem to focus mostly on getting goods from and moving materials to and from your warehouses etc.
  • Personally I like to use them instead of spamming nothing but warehouses.
  • Granaries can help alleviate hauler stress from farm production since they only focus on farm related goods.

(I did notice that food was not a factor to population growth until after you build your second housing. So producing on more than one or two of your farms is no longer wasteful the moment you build your second housing.)
Warehouse & Hauler Tips
Warehouse

Build your second warehouse. You will want more than just two of these buildings.

Requires
Amount
Concrete
20
Steel
20
Metal Sheet
80
Housing or Colony

*Holds
Animals
Plants
Syringe
Planks
Candles
Trees
Coal
Concrete
Rock
Cloth
Clay
Tools
Glass
Screws
Aluminum
Metal Pipes
Bricks
Steel
Copper
Limestone
Ore
Wax
Gold
Rubber
Metal Sheet
Wool
Iron
Ammunition
Wire
Sand
Cotton
Weaponry
Plastic
Vaccine
Alcohol

Adds 250 to max warehouse good storage capacity. It also provides an additional 3 haulers.

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Hauler Tips

  • Hauler travel time does play a factor in resource delivery/aquisition for production. So build any additional warehouses in an appx. chess game-type horseshoe or equidestant from each other, whichever. Basically you want at least one warehouse with 2 buliding spaces (Honestly there are lots of ways to do it and remain efficient, but just as many ways to jack it up.) empty in between the next warehouse that you place.
  • You start with 5 haulers, each additional warehouse, granary and *Placeholder (the one that stores oil and water) provides an additional 3 haulers (unknown if a cap exists have heard of people with close to 100).
  • Haulers can carry multiple goods but the max amounts varied depending on the resource gather/delivered.
  • Reseting production in all or some buildings may be neccessary to get hauler priorities set.
  • Producing related materials on farms can help reduce how often haulers are needed from your warehouse/s and granaries to move goods and materials.
  • At this time to run smoothly, I would recommend to try and dedicate at least 2 haulers, +1 per additional required material, for each good produced (not really sure, but that's kind of the set up I have going at the moment to go along with my population and is the one I can provide feedback on).
  • With, just 4 warehouses, a granary and a total of 20 haulers (had the *Placeholder built which added another 3), everything got done in a tolerable fashion. But ideally I would've liked to have had about 4 times as many warehouses to go along with my 2 forges, 2 foundries, 2 smelters, manufactory and every other building mentioned in this guide to constantly produce goods and materials.

(will update tomorrow if planet and building servers are back up after I get off of work)

(haulers and future npc units will likely get their own section down the road)
Housing, Population & Vagrancy
Housing

At this point you should have a nice little conglomoration of buildings. So placement of housing really isn't all that important aside from getting your haulers there. Power and essence is produced here.

(Building this prior to your second warehouse, or after are both potential choices. Building it before would give you more population/vagrants to speed up production some. But without more haulers to move these goods and materials you would end up bogging down you hauler collection que.)

Requires
Amount
Steel
50
Planks
20
Concrete
20
Glass
60
Forge or Colony

Produces (amount)
Vagrants Required
Essence (0.01)
200
Power (0.05)
150

Gender Production Bonuses
Male
+5% Production output
Female
+10% Population growth if production is set

  • Prior to building your first housing planetary population caps may vary (I suspect based on your planet's life value). Building your first housing raises your cap to 250 (before I built mine my cap was 212.23 not a big gain). Every additional housing raises it an additional 250 and so on.

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Population & Vagrancy

more coming soon...

  • Reseting production in all or some buildings may be neccessary to rebalance gender growth/production/vagrancy ratio.
  • I have noticed that if do not already have a balanced population gender ratio you can adjust it according to whichever gender modifier is higher. I.E. Whichever actual (or vagrant) gender values are higher determines the population increase modifier in relation to growth. If you have +0.01 more men than women you will receieve a bonus to male population growth, (and vice-versa) that determines which gender gets the bonus 0.33%, 1.33%, 2.33%...etc. in growth per housing built.
Chemtank, Oil Derrick, Refinery & Manufactory
Chemtank

I can't remember the third storage building name so this will have to do for now.

Requires
Amount
Concrete
20
Steel
20
Metal Sheet
60
Metal Pipes
30
Housing or Colony

Holds
Water
Oil
Fuel
Clean Water


Capacity to chemical goods +250 per Chemtank built. Provides 3 more haulers.
  • Haulers from this building tend to focus on _ related goods and materials.

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Oil Derrick

More info will come next time I can get in the game and see. Will likely want this placed near or around the oil/water storage building to help reduce hauler usage. Excess of anything will likely remain fairly unimportant until you start your fleet.

Requires
Amount
Steel
40
Concrete
10
Metal Pipes
85
Chemtank or Colony

Produces (amount)
Vagrants Required
Oil (12)
25
Water (6)
40

Gender Production Bonuses
Male
+15% Production output
Female
Chance to produce currency and fish

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Refinery

More info will come next time I can get in the game and see.

Requires
Amount
Steel
40
Concrete
80
Metal Pipes
45
Refinery

Produces (amount)
Resources Required (amount)
Vagrants Required
Plastic (48)
Oil (24)
20
Fuel (96)
Oil (24)
75
Rubber (36)
Oil (24)
15
Clean Water (13.2)
Water (15.6)
15

Gender Production Bonuses
Male
+15% Production output
Female
-15% Resource requirement

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Manufactory

You will likely want to keep this building, like many other production ones, relatively close to your warehouses.

Requires
Amount
Bricks
50
Steel
40
Planks
100
Concrete
80
Glass
50
Housing or Colony

Produces (amount)
Resources Required (amount)
Vagrants Required
Candles (0.96)
Wax (9)
15
Cloth (0.96)
Cotton, Wool (9, 9)
15
Syringe (0.96)
Glass (9)
15

(more later that is all I can remember for now)

Gender Production Bonuses
Male
+5% Production output
Female
-5%Resource requirement

  • The amount of materials to build here required a lot more hauler usage to produce consistently. The materials to goods ratio is high.
Obelisk, Hospital & Nightclub
Obelisk

Finished building one, so far it doesn't produce anything. Although, that may be because of the glitch for returning players with previous planets prior to server split. Obelisks are supposed to store power and essence but have yet to be fully implemented.

Requires
Amount
Bricks
30
Steel
20
Glass
80
Gold
20
Candles
80
Housing or Colony

Holds
Max per Obelisk
Essence
100
Power
100

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Hospital

Build it where you can at this point. I didn't actually get to finish it's production because my cloth took so long.

Requires
Amount
Steel
80
Planks
20
Concrete
40
Glass
60
Cloth
60
Housing or Colony

Produces (amount)
Resources Required (amount)
Vagrants Required
Vaccine (0.9)
Syringe, Clean Water (9, 9)
15

Gender Production Bonuses
Male
+5% Production output
Female
-5% Resource requirement

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Nightclub

Requires
Amount
Steel
40
Planks
60
Concrete
40
Glass
100
Cloth
10
Housing or Colony

Produces (amount)
Resources Required (amount)
Vagrants Required
Alcohol (0.48)
Glass, Grain (18, 18)
15

Gender Production Bonuses
Male
+5% Production output
Female
-5% Resource requirement
Armory & Defense: CIWS, MLRS, Torpedo
Armory

Build this after you hit 1000 population. Building it prior to 1000 population is fine, but you may lack the necessary population and infrastructure to support it continuously producing. Chances are you might want to build several to deter pirates. Whichever you decide to do, know that pirates will become a thing when you have either 1000 population or built an Armory.

Requires
Amount
Bricks
150
Steel
140
Planks
60
Concrete
280
Glass
50
Housing or Colony

Produces (amount)
Resources Required (amount)
Vagrants Required
Weaponry (0.48)
Steel (1.2)
50
Ammunition (0.96)
Steel, Copper (1.2, 0.18)
50

Gender Production Bonuses
Male
-
Female
-

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CIWS

Close In Weapons System is designed for small and manuverable craft like fighters, missiles and torpedos.

Requires
Amount
Steel
80
Metal Pipes
30
Concrete
100
Weaponry
60
Ammunition
60
Armory

Produces
Resources Required
Vagrants Required
-
-
-

Gender Production Bonuses
Male
-
Female
-

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MLRS

The Multiple Launch Rocket System is designed to overwhelm CIWS defenses and land hard hits on well defended vessels.

Requires
Amount
Steel
60
Metal Sheet
20
Concrete
100
Weaponry
80
Ammunition
80
Armory

Produces
Resources Required
Vagrants Required
-
-
-

Gender Production Bonuses
Male
-
Female
-

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Torpedo

Slow and unable to intercept smaller craft. The torpedo was designed to deal massive damage to large vessels and capitol ships.

Requires
Amount
Steel
80
Metal Sheet
20
Concrete
100
Weaponry
60
Ammunition
60
Armory

Produces
Resources Required
Vagrants Required
-
-
-

Gender Production Bonuses
Male
-
Female
-
Pirates and Fleets
Until game content is released for more info please use this link below for some pirate and fleet Q&A.

http://steamcommunity.com/app/423890/discussions/0/154643795212128836/
Authored by: Sepizza
Additional Information
*Don't produce/build more resources/buildings than you need haulers are limited until you are able to build your second warehourse.

*Remember not to be a miser on building warehouses once you can.

*From what I have seen stacking production only seems to consume materials faster. Max storage in production buildings for goods being produced seems to cap ~32.0 before a hauler is needed.

*Galaxy and gathering/production is persistant on logout.

*Reloading the game fixes many gui related issues.

*Try and leave at least one asteroid belt untouched in your system (or more). When scrying and other patch content is released this will probably become important to find valuables and events.
Helpful Links & Thank You
Helpful Links

I recommend you check out these links below. I plan to acknowledge anyone who has good links to information not obtained from my own first hand experience. If this becomes an issue for whatever reason let me know.

Video Quick Start Guide
http://steamcommunity.com/app/423890/discussions/0/1843493219427331909/
Authored by: Raven67854

Most Recent Update Info
http://steamcommunity.com/app/423890/discussions/0/1843493219426609625/
Authored by: Jattenalle.

Discord
https://discord.gg/HfnWa2n
(As for the Discord chat app I am not actually sure who responsible for it's upkeep and maintenance. I have seen Jattenalle and Raven in there, so it is recognized at least but unofficial as far as I know.)

Official Webpage
http://www.godsandidols.com/
Authored by: Jattenalle

Developmental Roadmap
http://www.godsandidols.com/roadmap/

My Review
http://steamcommunity.com/profiles/76561198052314944/recommended/423890

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Thank You

I hope this guide helps you out along the way, in the future. I apologize for any incorrect and outdated information. I will keep updating as servers come online and I can record actual data instead of just from memory.

If you do decide to use info found here, all I ask is that you give credit and rate the guide.

Thanks again for visiting.
11 Comments
live4java Jun 24, 2022 @ 12:35pm 
This hasn't been updated in, like, 6 -years- and is really out of date with the latest version of the game. Great job pulling it together and I suspect it was really useful then. But the game's changed a lot since.

I don't have the time myself to delve in and do a new guide, but I am still curious as to what others may have found.
Aerial_Gold Jul 6, 2017 @ 11:36am 
what do i need for happiness?
Snap  [author] Dec 25, 2016 @ 1:33pm 
I can't confirm that myself which is why I haven't put it in here yet. I am one of those players who are having some issues since the server split. Until I find otherwise I will go ahead and put in the max stockpile amount.
Fanciful Spoon Dec 25, 2016 @ 9:50am 
@Snap Hey I woke up this morning to find that my obelisk finally was built, and my stockpile had stored 100 power/essence in it. The stockpile told me that it was 100max power/essence per obelisk. In the top left corner, it does not display your essence and power as it should.
Snap  [author] Dec 25, 2016 @ 6:09am 
@ BelleFaerie At this point both power and essence can be produced but not collected/stored from what I've seen. Likely to change when in game cash shop/currency is implemented. Power is likely to be implemented when fleets are patched in.

@Cthulhu anything 70+/70+/70+ is what I consider minimum stats since they affect you base resource production i.e. mine output, plant and tree growth and oxygen generation for fleets when they are implemented.
Cthulhu Dec 25, 2016 @ 12:19am 
what would you say is a good standard resource number?
got 90/77/84 with bonus 33
Fanciful Spoon Dec 24, 2016 @ 10:45am 
I noticed that houses are capable of producing power/essence BUT, it also ought to be noted, that it tells you that it is stored in the obelisk. I am still testing this out to see if it actually does store it in there.
Snap  [author] Dec 23, 2016 @ 3:25pm 
comment deleted, use a forum/threas to post your game related technical problems
Snap  [author] Dec 18, 2016 @ 11:32am 
I deleted your previous comment because I modified the first part of the accretion section to better answer your question.
Snap  [author] Dec 16, 2016 @ 7:54pm 
Thanks, glad you like it.