The second* you break into Tier 2, I recommend getting the Tech Lab enhancenment upgrades which become available: Assistant Promotion (3 science point over 5 cycles) + Personal Computer (faster research). It will basically allow you to chop down the tech tree with more ease. I hereby move to making these the must have, mandatory upgrades once tier 2 unlocks - all in favor?! * and I mean the very instant
It's impressive how fast you figured this game out, I've been playing since yesterday and I'm literally putting out fires left and right lol. I'm at a point where I need to reorganize my sectors but don't know how to do it without ruining everything.
Bro, not gonna lie, your Sector 1 layout was the 1st vid I saw of yours, the "borrow a like" comment made me chuckle. But now I'm like "Ok, bruh, here's the like, now EARN it!" And, well, you did. And a sub, so... you won this round...
@@warmachine5835 I learned about that when I first started playing that if a battery has a critical accident it will explode and damage nearby buildings, if that building is another battery then it too might explode and do the same thing. Now how an unmanned building has an accident due to workers being overworked I have no idea, maybe the janitor spilled a bucket of water when walking past it or something.
Having a space sector at specialization 2 with your EVA airlocks there really saves you on alloy spent on hull maintenance over the course of the game. Having a docking bay in your industrial sector to have your cargo ships unloading resources isn't a bad idea, but don't waste a slot on a mining ship - put the science and mining ships all in your space sector. One thing to remember is that any working conditions beyond optimal produce accidents - and overwork gets people killed pretty fast. Keep your factories turned off power wise unless you are actually producing something with them.
When you've played the old Sierra Games (Pharao, Emperor) and you like Sci-Fi, this game is your Elysium! Thanks, JD, for your tutorials, they are very good. 🤌👍
Love the video, I'm a spaghetti player at the best of times so kudos for the help. I just wondered why you didn't decide to specialize one of the sectors for space, and the other one for industrial. Both give decent bonuses that are definitely worth looking into.
Tech Lab counts towards Space Specialization, it should be in sector with docks, ports and probe launcher. You get hull repair bonus from space specialization and load/unload bonus for ships. It's most useful of all the bonuses, especially in first half of the game.
Also I like you idea of unloading cargo directly in to industrial sector, but by putting all cargo ships in same dock you missing out on free huge storage. Every dock can hold 300 units of cargo or something? I think you could incorporate that in to your build by splitting cargo ships to each docking station.
Missed a Video? check the playlist here ▶ ruclips.net/p/PLnIE0W-m629dYGtscXEhIY6Omdtp4PoqL Consider supporting Join Patreon and save on yearly membership www.patreon.com/JD_Plays Become a RUclips Member ruclips.net/user/jdplaysjoin Sector 1 video: ruclips.net/video/JI5aWViff5s/видео.html
Please go over best tech tree skills to unlock, since it takes awhile to unlock them; making a mistake by taking something not as beneficial is costly in regards to time. I would like to know how to make the ship self sufficient as soon as possible, thanks.
I would love to know how to raise my EVA air lock efficient rate to 100%, because my always lower than 60% (even with steady alloy income and optimal work condition).
It might just be me, but skip you over the criopod stuff? if both cargo ships dock on sector 2 and there is no storage for criopods, how exactly did you get them over?
Cyropods would need to be moved from sector to sector, either back into Sector 1 for thawing, or into Sector 3 for storage. That was left out awaiting the 3rd video in the series
followed your setup to a degree, buildt the same, but my problem even setting the resourcses betwen sectors right is they just wont move it, then food goes down fast, housing and they get angry. :(
Yes and the Cell Housing brings down the overall happiness and stability of the colony by using it. Hull repairing needs just 2 Steel per cycle so you can place it anywhere, you will spend way more steel on new construction over repairs!
I followed your design. There's a bottleneck with something there because I get a "building's full..." error on one of the steel mills often. There's a full load of new alloy stuck in the mill. What's going on?
Tutorial videos are often VERY fast, as they assume you have knowledge of the game already, and will most likely especially with a video like this I expect people watch it once start to end, then re-watch it in small sections as you duplicate things inside your own game. My Lets Play/Tutorial series are often much slower paced and I take more time to explain things and the reasoning behind decisions as we come across them.
It really bothers me how the guy does the "perfect" playthrough and doesnt give a .... about working conditions / people dying. Me on my first playthrough havent even built the infirmary through the whole game in any sector. I didnt need it as noone was ever injured nor died...
This is amazing! Thank you so much for your help! Please, please, please upload the rest of the episodes 😢 PLEASEEE!
The second* you break into Tier 2, I recommend getting the Tech Lab enhancenment upgrades which become available: Assistant Promotion (3 science point over 5 cycles) + Personal Computer (faster research). It will basically allow you to chop down the tech tree with more ease.
I hereby move to making these the must have, mandatory upgrades once tier 2 unlocks - all in favor?!
* and I mean the very instant
JD slays games! You never fail to impress.
It's impressive how fast you figured this game out, I've been playing since yesterday and I'm literally putting out fires left and right lol.
I'm at a point where I need to reorganize my sectors but don't know how to do it without ruining everything.
Depending on how far into the game you are restarting is possibly a better option.
I was still pretty early so I just restarted
Bro, not gonna lie, your Sector 1 layout was the 1st vid I saw of yours, the "borrow a like" comment made me chuckle. But now I'm like "Ok, bruh, here's the like, now EARN it!" And, well, you did. And a sub, so... you won this round...
This was truly fantastic when I was starting out thank you
Thanks for the setup! Maybe in the next sector tutorial you could mention that it's a good idea to always check your food supplies?
This was truly fantastic info starting the game thank you!
Really loving these perfect layout videos. Looking forward to the next one!
I very much enjoyed the video. With your help I'm ready for the next sector. The problem is,,,,it's locked.
Never mind. I didn't think I had to Jump with Mars not discovered.
13:33 ah yes, the exploding battery chain reaction. gotta love those.
I haven't seen that happen yet and I was like, "Uhhhhh, what just happened?"
@@warmachine5835 I learned about that when I first started playing that if a battery has a critical accident it will explode and damage nearby buildings, if that building is another battery then it too might explode and do the same thing.
Now how an unmanned building has an accident due to workers being overworked I have no idea, maybe the janitor spilled a bucket of water when walking past it or something.
Having a space sector at specialization 2 with your EVA airlocks there really saves you on alloy spent on hull maintenance over the course of the game. Having a docking bay in your industrial sector to have your cargo ships unloading resources isn't a bad idea, but don't waste a slot on a mining ship - put the science and mining ships all in your space sector. One thing to remember is that any working conditions beyond optimal produce accidents - and overwork gets people killed pretty fast. Keep your factories turned off power wise unless you are actually producing something with them.
I usually defrost chicken, but I like defrosting people just as well 🤣 Great videos man, like well deserved!
Thank you 😋
Great job!
I am thrilled ❤
Thank you again for these videos.
Thx for the video! Keep going!
When you've played the old Sierra Games (Pharao, Emperor) and you like Sci-Fi, this game is your Elysium! Thanks, JD, for your tutorials, they are very good. 🤌👍
Love the video, I'm a spaghetti player at the best of times so kudos for the help. I just wondered why you didn't decide to specialize one of the sectors for space, and the other one for industrial. Both give decent bonuses that are definitely worth looking into.
Its easier to specialize in one category to start with and then diversify afterwards once you have more tech and upgraded buildings.
That trade window looked cleaner than the new one used today.
you may want to add a waste disposal facility. I would suggest the 1st sector be the industrial one because of the presence of hte laboratory .
Tech Lab counts towards Space Specialization, it should be in sector with docks, ports and probe launcher. You get hull repair bonus from space specialization and load/unload bonus for ships. It's most useful of all the bonuses, especially in first half of the game.
This two video helped me a lot and put me down a easier path. Any chance for a full LP, I love your play stile 😊
First ep goes up in less then 6h (I hope)
@@JDPlays oh great 👍 sign me up for it
Also I like you idea of unloading cargo directly in to industrial sector, but by putting all cargo ships in same dock you missing out on free huge storage. Every dock can hold 300 units of cargo or something? I think you could incorporate that in to your build by splitting cargo ships to each docking station.
Missed a Video? check the playlist here ▶ ruclips.net/p/PLnIE0W-m629dYGtscXEhIY6Omdtp4PoqL
Consider supporting Join Patreon and save on yearly membership www.patreon.com/JD_Plays Become a RUclips Member ruclips.net/user/jdplaysjoin
Sector 1 video: ruclips.net/video/JI5aWViff5s/видео.html
You don't need multiple infirmeriesjust don't expand until you have the workers, ramp up the defrost if you want to rush things up
I love the playthrough, would you show you final version of the sectors when you are done with the game?
You shouldn't skip the buildings you are placing, and your research order. Both are kind of important if you are doing a layout guide.
if you watch sector 1 he does recommend the way he did his research.
I'm on restart three now, just got my first steel mill up and running, but had to skip the second dock until the darn leaky hull is fixed up!
A little fast showing how resources sectors so had to rewind a few times to see what you were ding but dig all the info! 👍
died 3 times trying to get to the point at the end of the video because of all his skipping around
would be nice but i cant build in the top left corner of section 2 for some reason.
I feel the same way, apparently the whole upper left tile is not buildable for some reason. Probably bugged or something.
Did you make the first VOHLE flight between this video and the first?
Check the lets play to see how this is done within the context of the game.
2nd part does not show how to unlock sector 2, and how did you get 10 electronics when "unauthorized access" gives only 2 ?
Nice runthrough, decent layout although I think your storage locations need a bit of work to reduce transit time from the dock and to the factories
The game had a patch day 0 patch which lowered the number of transporters, which means this could now do with a optimisation check
Please go over best tech tree skills to unlock, since it takes awhile to unlock them; making a mistake by taking something not as beneficial is costly in regards to time. I would like to know how to make the ship self sufficient as soon as possible, thanks.
ahhhhhhh, that's how you transfer shit. lol gotcha. thanks.
Well, looks like I'm starting a new game. And I'm OK with that.
I haven't seen you build any additional insect farms. How are you feeding everyone you're defrosting?
And 5 into the cargo ship!
I would love to know how to raise my EVA air lock efficient rate to 100%, because my always lower than 60% (even with steady alloy income and optimal work condition).
It might just be me, but skip you over the criopod stuff? if both cargo ships dock on sector 2 and there is no storage for criopods, how exactly did you get them over?
Cyropods would need to be moved from sector to sector, either back into Sector 1 for thawing, or into Sector 3 for storage. That was left out awaiting the 3rd video in the series
followed your setup to a degree, buildt the same, but my problem even setting the resourcses betwen sectors right is they just wont move it, then food goes down fast, housing and they get angry. :(
No, steel warehouse must be near hull-repairing building. Dont build near walls other buildings, cz living house for 125 workers builds on wall
Yes and the Cell Housing brings down the overall happiness and stability of the colony by using it. Hull repairing needs just 2 Steel per cycle so you can place it anywhere, you will spend way more steel on new construction over repairs!
@@JDPlays Cel housing has its perks.
I followed your design. There's a bottleneck with something there because I get a "building's full..." error on one of the steel mills often. There's a full load of new alloy stuck in the mill. What's going on?
take it easy friend ahah
Pls a new video!
JD I normally really like your content, but this one really just moved way too fast for me to enjoy it.
Tutorial videos are often VERY fast, as they assume you have knowledge of the game already, and will most likely especially with a video like this I expect people watch it once start to end, then re-watch it in small sections as you duplicate things inside your own game. My Lets Play/Tutorial series are often much slower paced and I take more time to explain things and the reasoning behind decisions as we come across them.
you can keep the like
Where in the name of GOD are you getting your food from? I've literally copied you step by step and my food is down so low there is chaos onboard
He goes over it in the next video but you basically before this you should build up a ton of insect farms in the first section as temporary measure.
фигасе. сначала развился, а потом полетел... так можно было?
part 3
I way overthought my layouts
First comment
It really bothers me how the guy does the "perfect" playthrough and doesnt give a .... about working conditions / people dying. Me on my first playthrough havent even built the infirmary through the whole game in any sector. I didnt need it as noone was ever injured nor died...
get away the notifications, gosh, dislike it when there is clutter around the screen that is unnecessary
Also its not a "perfect alyout" as your video ends with half of sector unbuilt....