Things I wish I knew BEFORE playing IXION ruclips.net/video/rtZI1p3sFvM/видео.html EVEN MORE Things I wish I knew BEFORE playing IXION ruclips.net/video/Zm5G9XGDU_Q/видео.html Sector Specialization Guide & Tutorial ruclips.net/video/qlQWX3OtN54/видео.html Mid-to-Late Game Sector Layouts - All Sectors Guide Tutorial Tips ruclips.net/video/potm2cT6DJI/видео.html IXION Science Ship Events All Choices & Results Guide Prologue & Chapter 1 ruclips.net/video/Ok2JdEv4GGA/видео.html IXION Science Ship Events All Choices & Results Guide Chapter 2 ruclips.net/video/YCA5rXgoXEU/видео.html IXION Chapter 3 Walkthrough - Survive Storm - Chapter 3 Science Event Choices ruclips.net/video/JLBbvKqcgvk/видео.html My IXION Let's Play Series ruclips.net/p/PLTrN_yHNKlU_c_lOKelsiLPaR8LqFY5qA JD Plays Sector Layouts & Let's Play Series ruclips.net/p/PLnIE0W-m629dYGtscXEhIY6Omdtp4PoqL
Answer for fire: No, fire fighters need road access. It's the same for any kind of damage - the constructor needs road access to repair any buildings. On honorable mentions: Once you have level 3, upgrading your science ships to get 5/10/15% extra science is great!
This game is proving that a sound design and fun game play will get players over small bumps. I'm in love with the game and even I can see some shortcomings that I'm a bit surprised made it through testing. Thanks for the videos!
Something I also noticed while playing the game. Your airlocks can hold more than three ships. You just need to click unassign in which it just chills out inside your station until you reassign it somewhere else. I currently have 5 ships but only one docking port. (Granted, I can only use three at a time but still)
That's something I have yet to see other RUclipsrs using. Really useful to have a handful of mining ships to quickly mine stuff, then store them when done mining. Then bring in more cargo ships to grab stuff.
I adress this in the first "Things I wish I knew" video here ruclips.net/video/rtZI1p3sFvM/видео.html 😀 You will not lose the extra ships when you jump away. The docking bays clearly has some ship stowage area that we don't see. I use this in my LP series quite frequently, as I don't want to have Polymer storages all over the stations. I use Sector 1, where I currently have my Polymer Refinery, unassign a ship temporarily from a Docking Bay there, build a new ship, then unassign that new ship - reassign the original ship - and then assign the new ship in the Docking Bay of another sector where I want it. 😊
I just found this out through youtube as well. Wish I didn't dismantle all my cargos and mining ships where I could have just unassigned them. but now i know i should just unassign and maybe that will save me time.
Nice concise points, I'm in chapter 4 now, and it is tough, need to redo chapter 3 or might as well restart. Some other tips too: 1. Make each sector specialized in 1 thing, as u get bonus for it, like industry or food production sector. 2. Mining ships and harvester can die from environmental hazard, if u notice their route passing thru those, u can avoid those harvesting points. 3. Always check your population tab to prevent overwork, only workers work, non-workers don't work, literal. 4. Take your time as long as you have renewable and sustainable resources, don't jump too fast.
Re: 2: you can relocate the Tiqqun to another point of interest to diminish or eliminate the transit hazard for miners and cargo ships (and the same approach works for science ships too, since you can direct them manually).
@@Caledorn One other interesting tip, If you fill a stockpile full, (such as raw iron) and power it off, then switch the stockpile to another resource type, it will unload the iron to an active stockpile even while turned off. Ex if you have 5 completely full of iron, turn 4 off, switch to si or whatever, and they will feed the operational stock that is feeding your steel mill and keep it topped off. Saving 20 energy from having 4 piles turned off. (no si will get loaded, they will only deplete)
@@molybdaen11 manually turn off the active resource tab of the ships, or just deactivate them from the port, and put em back up once u passed the storm
a) Awesome video! b) Could we get explanations for 1) sector specialization/bonus? I have no idea what they do and if they're worthwhile and b) the types of people we have. Worker, non-worker, etc. What they do, why they exist, if they have a purpose later on, etc.
Thank you!😊 I am working on 3 things that are still on the concept stage in my brain. 1. Resource Management between sectors/docking bays (without advanced transport options) 2. Sector Specialisations 3. Chapter 2 Science Events Just give me some more time to ponder how to present these topics, and I'll make dedicated videos for them, since they belong in separate videos - even if those videos are shorter - rather than being in a collection video. 😊
@@Caledorn Take your time, your video are good :) I've restarted a couple of times (in fact, I'm on my third run now having just arrived in Chapter 1 again) and reference your other video about Chapter 1 Events _a lot_ :D It's _way_ more convenient than savescumming (which I've been doing for Chapter 2)
@@Caledorn Excellent! Finding out how to trigger specialization is one of the many tips I was hoping for when I clicked. Great work on al the other tips.
To add a little bit to the road-view tip showing green or yellow arrows - the arrows can also be red if they're inaccessible. For example, if you have built against the hull or barrier between sectors that means you have no opportunity to add a road later and those arrows will be red. Also, you will get an error message if you try to build something where all of the arrows would be red as that would make an inaccessible building.
I noticed this too,example is the steel mill requires one stockpile with alloy and they MUST be connected, that means a road needs to be connected to the steel mill (for access to the steel mill) and that road needs to extend to one side of the stockpile. Removing the road that connects the two will result in a red message. I wasn't aware of this for like 4 hours trying to figure wtf.
Another tip: deconstruct the first docking bay immediatelly when starting the game and replace it to make more room on the side. Make your first sector as full space sector with multiple docking bays and EVA airlocks .. if you reconstruct the first one you can fit 8 different space buildings here .. otherwise you could only place 7 in the sector 1.
9:46 i actually noticed the vehicles don't travel back and forth. especially noticable when building. the moment the last vehicle entered a building 5 new ones poped out of the stockpile
Actually, there's nothing stopping you from tearing out everything in S1 in the prologue. I like to pull everything out and end up filling up 10 stockpiles with 700 Alloy, 100 Polymer, 100 food, and (I think) some circuits (Electronics). This allows me to put 3 Bays in the back (up top) and then the Probe Launcher. I also put 2 Airlocks on the front (down below) and then a row of Stockpiles with the Mess hall right on the road. This gives me enough space for 4 T2/3 quarters or 8 t1 houses. My first priority in Sector 2 is food.
8:34 i always open a new sector imediatly (sector 6) when hitting chapter 1 even before i get the request. And get the +10% trust from it once its completed. And make it my industry sector. And even try and open sector 2 as a food sector to once cryopods starting to arrive.
@@Caledorn with 2 sectors, sector 6 is green in work because not many buildings needing work yet, sector one will be yellow. Build 2nd science ship asap in chapter 1 and send probe to mars for first 20 cryopods. Send second probe to debry field and send 2nd science ship to debry field to start unlocking more cryopods. Also build 2nd dock straight away in sector 1 with 1 miner and start mining carbon as long as earth still has alloy. That way you can start to build you Fleet before you need to start mining for Fe
Oh and 1 huge tip. If you setup sector 1 for all docks and put 1 snall storage for every gatherable material, you can set it to zero in transport menu in sector 1. Then have a bunch of unpowerd storages in another sector set to store maximum in transport menu. They will transport materials to another sector to unpowerd storages. That saves energy and manpower. Then you can micromanage turning a storage on to transport items you need and power off again when done
I just finished the game a few hours ago. I thought I was clever by sticking batteries behind other buildings, but I was not. They will eventually explode and then you have to deconstruct everything in the way to them.
The housing road access thing, idk if it’s a bug but I hope it stays because it makes sense. Needs industrial road access for construction but other than that should be perfectly walkable without direct access.
I can tell you exactly how the "no roads" plan works should fires become a thing. There's at least 2 times in a game where you can't negate the chance of a fire. So if there's no road to the building that's burning, then there's no way for the fire engines to put it out. So that fire is free to spread. This isn't FTL, you can't just open the airlock and suffocate it. Even once it's burnt itself out, if there's no road then there's no way for the workshop to repair the building back to working condition. Now. Granted. The chances of all of these dominoes falling over in that exact order isn't high, but if they do you won't be a happy bunny. Then there's the thing about the waste resource, but other comments got that covered.
was playing chapter 2 and i did unlock all the points of interest but i forbidden to carry any cryopods to the ship leaving them at the sites hoping i can get strong and unlock all sectors and build bigger base but no once i reach cycle 200 with everyone HAPPY . they brute force into my command center and kill me ...
I think I played even more than 10 hours before I noticed myself. Easily missed (especially if not reading the tutorials, which has a bit of an information overload thing...). Glad I could help 😊
Any tips on how to structure your saved game files? or when and where to save? I realize I should have grinded Iron before I made the Vohl jump or between certain chapter points. I'm sure there are moments in the story where you could relax and grind and upgrade. Feeling like each plotpoint takes you further into a downward spiral and its not a good feeling if you're learning the rope. I would love it if they made a chapter based save point and allows you to return and 'do over' again kind of thing with the particular build configuration.
I made the mistake of opening a sector when given the quest.... expecially since it took me way too long to figure out that you have to throw a workstation into the new sector before you can really do anything else.
Oops. Yeah. I feel it's WAY too early. It caused me a lot of headache when I did it in my first playthrough, and I had to restart because of it, because I couldn't get my Tiqqun back into some semblance of balance and order...
I think I've seen someone find that hidden interest. My question would be is there only one of those interests before the prologue The Outer Hope station?
Do you happen to know if the same or similar appies to batteries? I have noticed they can also continue working without roads after being built.. but no idea if they will ever explode, burn, or othewise need access for maintenance.
I have not played enough AtS to know how they compare. I *WAS* going to play AtS and have a LP series on that now.. But.. This game arrived. 😂 So I will be playing AtS when Ixion calms down a bit. I feel this game compares quite well to Frostpunk in space though. Some people find it harder than Frostpunk, others find Frostpunk the hardest, so I won't comment on which one is the harder one, especially since I aced Frostpunk and completed every mission except the first with flying colours and best endings (on Normal difficulty, to be very specific....) on my first attempts.
No, not at all. EVA is actually beneficial to have in a Space Specialised sector - but early on it's a bit tight for space to get that, since specialising early might not be the best idea. Hangar bay is also not needed in all sectors - but until you get late game techs for transportation I find it useful. 😊
Accidents in the Hospitals!!! I wish i knew 5 injured mindless humans could take out an entire hospital with hundreds of workers and other humans inside....i wish i knew no matter where you're in the timeline...people can still get injured inside hospitals, we are built to fail..on the + side i like that! Cause adds realism to the game...and politics( intense propaganda sounds like something Lenin was good at), reduced food reminds me of the choices when Nairobi was under siege some decade's ago. The only bad thig about the game...the length....is way too short 6 chapters( one for each sector)...and custom game doesn't really add new objectives or lore...is just "do what you want"...still ! I'm loving this game. Just saw, 400 cycle's completed and you're at the Immortan system,......mean while i finished chapter 2 at 890 ish cause im addicted to change the blueprint of my secotr 3 10000 times; I'm basically playing the "Afk paused game", game, trying to reach perfection....i often pre-built, most of my structures to see if i can increase delivery time, load/ offload from decks, food management, order of construction based on the chapter...and thinking about one thing on too of everything else. No one literally no one onboard the Tyccun had sex after 3800cycles of my first playthrough.... 1)Tyccun really sterilizes people. 2)the ship is full of crotchless mens 3)mind control Pretty much no sex in over 7/8 years on space....man I can't ...stay without having sex for more than 8hours ....tyey should add, children's and kindergarten, and schools,university on the next game on top of everything else...
Maybe I worded it wrong. The point wasn't that you spend more alloys on the repairs themselves though - but that you can save a lot of alloys by turning it off and on in a cyclic manner, as long as you're in safe space (i.e. not inside space weather or other phenomena). If you spend 3 Alloys to repair the hull, the mathematical difference that the efficiency modifier applies to is whether you spend those 3 Alloys to repair for instance 80 hull points at 80% efficiency at 50% hull integrity in one cycle - vs repairing 45 hull points instead, at 45% efficiency with 100% hull integrity. Since there is no penalty to having the Hull Integrity until it drops below 25% (although I'd seriously caution strongly against letting it drop *that* far down...), this is just a way to preserve your alloys and make them last longer. 😊
actually, i rechecked and really, this is just another bug or so. it spends 4 alloy per cycle no matter what. but saying in the eva lock AND in hull tooltip that its spending like 2 or 3 allow per cycle. but in reality always 4. it doesnt make sense, since finding cracks in hull has nothing to do with repairing it with alloy. you should have to spend more time (and energy) to repair it, not material itself. so i believe current situation is not intended. but for now, actually, you're right.
Things I wish I knew BEFORE playing IXION ruclips.net/video/rtZI1p3sFvM/видео.html
EVEN MORE Things I wish I knew BEFORE playing IXION ruclips.net/video/Zm5G9XGDU_Q/видео.html
Sector Specialization Guide & Tutorial ruclips.net/video/qlQWX3OtN54/видео.html
Mid-to-Late Game Sector Layouts - All Sectors Guide Tutorial Tips ruclips.net/video/potm2cT6DJI/видео.html
IXION Science Ship Events All Choices & Results Guide Prologue & Chapter 1 ruclips.net/video/Ok2JdEv4GGA/видео.html
IXION Science Ship Events All Choices & Results Guide Chapter 2 ruclips.net/video/YCA5rXgoXEU/видео.html
IXION Chapter 3 Walkthrough - Survive Storm - Chapter 3 Science Event Choices ruclips.net/video/JLBbvKqcgvk/видео.html
My IXION Let's Play Series ruclips.net/p/PLTrN_yHNKlU_c_lOKelsiLPaR8LqFY5qA
JD Plays Sector Layouts & Let's Play Series ruclips.net/p/PLnIE0W-m629dYGtscXEhIY6Omdtp4PoqL
I'm blown away that you have two dense, high quality videos so soon after release. Thanks for the help.
Thank you! 😊 Much appreciated, and glad I could be of help!
Answer for fire: No, fire fighters need road access. It's the same for any kind of damage - the constructor needs road access to repair any buildings.
On honorable mentions: Once you have level 3, upgrading your science ships to get 5/10/15% extra science is great!
Thank you for this feedback! That's really useful! 😊
Also roads are needed to collect waste from the living quarters
grabbed the game after the most recent updates, Hooked immediately.
Playing on the new easy mode, and it's still kicking my butt.
This game is proving that a sound design and fun game play will get players over small bumps. I'm in love with the game and even I can see some shortcomings that I'm a bit surprised made it through testing. Thanks for the videos!
Something I also noticed while playing the game. Your airlocks can hold more than three ships. You just need to click unassign in which it just chills out inside your station until you reassign it somewhere else. I currently have 5 ships but only one docking port. (Granted, I can only use three at a time but still)
That's something I have yet to see other RUclipsrs using. Really useful to have a handful of mining ships to quickly mine stuff, then store them when done mining. Then bring in more cargo ships to grab stuff.
I guess you lose the extra ships when you jump away, doesn't you?
@@molybdaen11 I haven’t tested that out yet.
I adress this in the first "Things I wish I knew" video here ruclips.net/video/rtZI1p3sFvM/видео.html 😀
You will not lose the extra ships when you jump away. The docking bays clearly has some ship stowage area that we don't see. I use this in my LP series quite frequently, as I don't want to have Polymer storages all over the stations. I use Sector 1, where I currently have my Polymer Refinery, unassign a ship temporarily from a Docking Bay there, build a new ship, then unassign that new ship - reassign the original ship - and then assign the new ship in the Docking Bay of another sector where I want it. 😊
I just found this out through youtube as well. Wish I didn't dismantle all my cargos and mining ships where I could have just unassigned them. but now i know i should just unassign and maybe that will save me time.
So helpful! Really hard game with my setup right now, I think I have to restart and plan everything better.
Conversations can be continued while paused. 🤯
Thank you.
Nice concise points, I'm in chapter 4 now, and it is tough, need to redo chapter 3 or might as well restart. Some other tips too:
1. Make each sector specialized in 1 thing, as u get bonus for it, like industry or food production sector.
2. Mining ships and harvester can die from environmental hazard, if u notice their route passing thru those, u can avoid those harvesting points.
3. Always check your population tab to prevent overwork, only workers work, non-workers don't work, literal.
4. Take your time as long as you have renewable and sustainable resources, don't jump too fast.
Thank you! And thank you for those 4 great tips too! 😊
Re: 2: you can relocate the Tiqqun to another point of interest to diminish or eliminate the transit hazard for miners and cargo ships (and the same approach works for science ships too, since you can direct them manually).
@@Caledorn One other interesting tip, If you fill a stockpile full, (such as raw iron) and power it off, then switch the stockpile to another resource type, it will unload the iron to an active stockpile even while turned off. Ex if you have 5 completely full of iron, turn 4 off, switch to si or whatever, and they will feed the operational stock that is feeding your steel mill and keep it topped off. Saving 20 energy from having 4 piles turned off. (no si will get loaded, they will only deplete)
Is there a way to recall ships so that you can go through „space weather” without damaging them?
@@molybdaen11 manually turn off the active resource tab of the ships, or just deactivate them from the port, and put em back up once u passed the storm
a) Awesome video!
b) Could we get explanations for 1) sector specialization/bonus? I have no idea what they do and if they're worthwhile and b) the types of people we have. Worker, non-worker, etc. What they do, why they exist, if they have a purpose later on, etc.
Thank you!😊
I am working on 3 things that are still on the concept stage in my brain.
1. Resource Management between sectors/docking bays (without advanced transport options)
2. Sector Specialisations
3. Chapter 2 Science Events
Just give me some more time to ponder how to present these topics, and I'll make dedicated videos for them, since they belong in separate videos - even if those videos are shorter - rather than being in a collection video. 😊
@@Caledorn Take your time, your video are good :) I've restarted a couple of times (in fact, I'm on my third run now having just arrived in Chapter 1 again) and reference your other video about Chapter 1 Events _a lot_ :D
It's _way_ more convenient than savescumming (which I've been doing for Chapter 2)
@@Caledorn Excellent! Finding out how to trigger specialization is one of the many tips I was hoping for when I clicked. Great work on al the other tips.
Wrote on the other video too, but I see you got it here for houses: batteries also do not require roads to work once built
That's also a great tip! Just be wary of the fire/accident hazard as someone mentioned in the comments here! 😊
Very useful info. Great work!
To add a little bit to the road-view tip showing green or yellow arrows - the arrows can also be red if they're inaccessible. For example, if you have built against the hull or barrier between sectors that means you have no opportunity to add a road later and those arrows will be red. Also, you will get an error message if you try to build something where all of the arrows would be red as that would make an inaccessible building.
I noticed this too,example is the steel mill requires one stockpile with alloy and they MUST be connected, that means a road needs to be connected to the steel mill (for access to the steel mill) and that road needs to extend to one side of the stockpile. Removing the road that connects the two will result in a red message. I wasn't aware of this for like 4 hours trying to figure wtf.
Another tip: deconstruct the first docking bay immediatelly when starting the game and replace it to make more room on the side. Make your first sector as full space sector with multiple docking bays and EVA airlocks .. if you reconstruct the first one you can fit 8 different space buildings here .. otherwise you could only place 7 in the sector 1.
9:46 i actually noticed the vehicles don't travel back and forth. especially noticable when building. the moment the last vehicle entered a building 5 new ones poped out of the stockpile
Nice tips!
Actually, there's nothing stopping you from tearing out everything in S1 in the prologue.
I like to pull everything out and end up filling up 10 stockpiles with 700 Alloy, 100 Polymer, 100 food, and (I think) some circuits (Electronics).
This allows me to put 3 Bays in the back (up top) and then the Probe Launcher. I also put 2 Airlocks on the front (down below) and then a row of Stockpiles with the Mess hall right on the road. This gives me enough space for 4 T2/3 quarters or 8 t1 houses.
My first priority in Sector 2 is food.
Thx for the video! Keep going!
8:34 i always open a new sector imediatly (sector 6) when hitting chapter 1 even before i get the request. And get the +10% trust from it once its completed. And make it my industry sector. And even try and open sector 2 as a food sector to once cryopods starting to arrive.
Interesting! How do you deal with having enough workers in both sectors with that strategy?
@@Caledorn with 2 sectors, sector 6 is green in work because not many buildings needing work yet, sector one will be yellow.
Build 2nd science ship asap in chapter 1 and send probe to mars for first 20 cryopods. Send second probe to debry field and send 2nd science ship to debry field to start unlocking more cryopods.
Also build 2nd dock straight away in sector 1 with 1 miner and start mining carbon as long as earth still has alloy. That way you can start to build you Fleet before you need to start mining for Fe
Oh and 1 huge tip. If you setup sector 1 for all docks and put 1 snall storage for every gatherable material, you can set it to zero in transport menu in sector 1.
Then have a bunch of unpowerd storages in another sector set to store maximum in transport menu.
They will transport materials to another sector to unpowerd storages. That saves energy and manpower.
Then you can micromanage turning a storage on to transport items you need and power off again when done
I just finished the game a few hours ago. I thought I was clever by sticking batteries behind other buildings, but I was not. They will eventually explode and then you have to deconstruct everything in the way to them.
Congrats!
And yeah, the battery/housing with roads thing I warn about in the EVEN MORE things video I made.. It can be quite annoying.
The housing road access thing, idk if it’s a bug but I hope it stays because it makes sense. Needs industrial road access for construction but other than that should be perfectly walkable without direct access.
We’ll see how desperate I get but I can’t see myself keeping people homeless. A dead planet and stranded in space is enough trauma.
I can tell you exactly how the "no roads" plan works should fires become a thing.
There's at least 2 times in a game where you can't negate the chance of a fire. So if there's no road to the building that's burning, then there's no way for the fire engines to put it out. So that fire is free to spread. This isn't FTL, you can't just open the airlock and suffocate it.
Even once it's burnt itself out, if there's no road then there's no way for the workshop to repair the building back to working condition.
Now. Granted. The chances of all of these dominoes falling over in that exact order isn't high, but if they do you won't be a happy bunny.
Then there's the thing about the waste resource, but other comments got that covered.
was playing chapter 2 and i did unlock all the points of interest but i forbidden to carry any cryopods to the ship leaving them at the sites hoping i can get strong and unlock all sectors and build bigger base
but no once i reach cycle 200 with everyone HAPPY . they brute force into my command center and kill me ...
Played the game for 10 hours and didn't even realized everything was tiered in research. Man, that should makes things easier now.
I think I played even more than 10 hours before I noticed myself. Easily missed (especially if not reading the tutorials, which has a bit of an information overload thing...).
Glad I could help 😊
Great Videos, Thanks a lot!
your welcome its a great game ^.^ and i hope you fully enjoy it, wish the reviews where not so mixed :P i finished it btw lol
Any tips on how to structure your saved game files? or when and where to save? I realize I should have grinded Iron before I made the Vohl jump or between certain chapter points. I'm sure there are moments in the story where you could relax and grind and upgrade. Feeling like each plotpoint takes you further into a downward spiral and its not a good feeling if you're learning the rope. I would love it if they made a chapter based save point and allows you to return and 'do over' again kind of thing with the particular build configuration.
I've been playing for a number of hours and I can't see a way to upgrade to level/tier 2. What am I missing? Any suggestions? Anyone?
Check my guide to sector specializations! It's in the pinned comment on this video 😀
Wait, you can research the building further? :'D
Nice work
Thanks
Been enjoying your content keep it up.
Appreciate it!😊
I made the mistake of opening a sector when given the quest.... expecially since it took me way too long to figure out that you have to throw a workstation into the new sector before you can really do anything else.
Oops. Yeah. I feel it's WAY too early. It caused me a lot of headache when I did it in my first playthrough, and I had to restart because of it, because I couldn't get my Tiqqun back into some semblance of balance and order...
Please also check out ruclips.net/video/rtZI1p3sFvM/видео.html if you enjoyed this guide, as I have 21 more tips in that video!
Nice video. :)
I think I've seen someone find that hidden interest. My question would be is there only one of those interests before the prologue
The Outer Hope station?
Yes. It is the only thing that you will find with the probe launcher in the Prologue.
Be careful with tip 1 later in the game you can have houses generate waste and you'll need road access for it to be collected ready for recycling
Do you happen to know if the same or similar appies to batteries? I have noticed they can also continue working without roads after being built.. but no idea if they will ever explode, burn, or othewise need access for maintenance.
Batteries can go boom. And then mechs can't access them to repair them. So be careful with that tip as Emily mentions. 😊
How is this game compared to Against the Storm? Are they very similar in terms of gameplay but Ixion in space?
Another person compared this game to Frostpunk, where you have to make difficult choices to save people
I have not played enough AtS to know how they compare. I *WAS* going to play AtS and have a LP series on that now.. But.. This game arrived. 😂 So I will be playing AtS when Ixion calms down a bit.
I feel this game compares quite well to Frostpunk in space though. Some people find it harder than Frostpunk, others find Frostpunk the hardest, so I won't comment on which one is the harder one, especially since I aced Frostpunk and completed every mission except the first with flying colours and best endings (on Normal difficulty, to be very specific....) on my first attempts.
@@toddkes5890 Frostpunk is way more forgiving.
But the general gameplay is compareable.
Alll sectors must have Eva And Hangar bay?
No, not at all. EVA is actually beneficial to have in a Space Specialised sector - but early on it's a bit tight for space to get that, since specialising early might not be the best idea.
Hangar bay is also not needed in all sectors - but until you get late game techs for transportation I find it useful. 😊
Accidents in the Hospitals!!!
I wish i knew 5 injured mindless humans could take out an entire hospital with hundreds of workers and other humans inside....i wish i knew no matter where you're in the timeline...people can still get injured inside hospitals, we are built to fail..on the + side i like that! Cause adds realism to the game...and politics( intense propaganda sounds like something Lenin was good at), reduced food reminds me of the choices when Nairobi was under siege some decade's ago.
The only bad thig about the game...the length....is way too short 6 chapters( one for each sector)...and custom game doesn't really add new objectives or lore...is just "do what you want"...still ! I'm loving this game.
Just saw, 400 cycle's completed and you're at the Immortan system,......mean while i finished chapter 2 at 890 ish cause im addicted to change the blueprint of my secotr 3 10000 times; I'm basically playing the "Afk paused game", game, trying to reach perfection....i often pre-built, most of my structures to see if i can increase delivery time, load/ offload from decks, food management, order of construction based on the chapter...and thinking about one thing on too of everything else.
No one literally no one onboard the Tyccun had sex after 3800cycles of my first playthrough....
1)Tyccun really sterilizes people.
2)the ship is full of crotchless mens
3)mind control
Pretty much no sex in over 7/8 years on space....man I can't ...stay without having sex for more than 8hours ....tyey should add, children's and kindergarten, and schools,university on the next game on top of everything else...
1:40 yes i found the hidden point of interest but its not worth it
U're simply wrong about eva efficiency, just do the math, alloy per sec ratio is the same
Maybe I worded it wrong. The point wasn't that you spend more alloys on the repairs themselves though - but that you can save a lot of alloys by turning it off and on in a cyclic manner, as long as you're in safe space (i.e. not inside space weather or other phenomena). If you spend 3 Alloys to repair the hull, the mathematical difference that the efficiency modifier applies to is whether you spend those 3 Alloys to repair for instance 80 hull points at 80% efficiency at 50% hull integrity in one cycle - vs repairing 45 hull points instead, at 45% efficiency with 100% hull integrity.
Since there is no penalty to having the Hull Integrity until it drops below 25% (although I'd seriously caution strongly against letting it drop *that* far down...), this is just a way to preserve your alloys and make them last longer. 😊
actually, i rechecked and really, this is just another bug or so. it spends 4 alloy per cycle no matter what. but saying in the eva lock AND in hull tooltip that its spending like 2 or 3 allow per cycle. but in reality always 4. it doesnt make sense, since finding cracks in hull has nothing to do with repairing it with alloy. you should have to spend more time (and energy) to repair it, not material itself. so i believe current situation is not intended. but for now, actually, you're right.
It looks like an android game, the moment I saw this i uninstalled it. Typical pre placed builder. Like playing Ogame all over again.
thanks