![]() Here's an example play-by-play from a completely random game I started up for illustrative purposes. You definitely do not need all of the above before expanding, but each component helps. Just make sure when planning out the loop that all of the connections of the constellation are possible, given that Slipways cannot cross each other. But in the end, it’s actually okay to leave one or two planets Struggling, especially as you’re learning the game. The specific planets and resource types will change depending on availability, but you should be able to plan out an initial constellation that is self-sustaining - meaning none of them remain Struggling by missing Needs. This is another requirement to reach Successful, and increases Happiness. Employment for your Colonists, if they aren't already occupied by one of the above.Everything Else - Anything necessary to supply the above with its other needs, usually enabled by the People from the colony world, or by Robots made at a Forgeworld or scavenged from a Remnant by People.This will be a Forgeworld, or if you got the Aphorians’ Novelty Traders perk, a Remnant world. A Goods Factory - Colonies want Goods to be Successful.You can build farms on most of the above, as well as on Primordials. ![]()
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