site banner

Friday Fun Thread for November 15, 2024

Be advised: this thread is not for serious in-depth discussion of weighty topics (we have a link for that), this thread is not for anything Culture War related. This thread is for Fun. You got jokes? Share 'em. You got silly questions? Ask 'em.

1
Jump in the discussion.

No email address required.

I'd start quality right away. Zero downside to quality-ing module production (and you need infinite prod1s for purple science). Same with lots of finished products. Assem2s, split off qual+, combine with qual+ speed1s= guaranteed uncommon/rare assem3s for platforms or maximizing return on your first prod3s.

Beacons are amazing too. All this stuff is basically free and goes right back into boosting the high end of the value chain that multiplies everything else.
Having your prod2 era science running at 1.28x1.14 (46%) vs 1.24x1.12 (39%) productivity while you're handling off-world science is a big speed boost for zero time or resource cost, unlike trying to scale your mining before getting artillery.

The big problem is that you want a madzuri/mojod style automall so that everything you request is being done by one assembler with your highest quality quality modules. And the 2.0 version of that is bleeding edge combinator tech I dont have time to learn.

I haven't had time to play much. Took 6 hours just to get space science up, and I'm not organized enough to take the next step yet.

I love how flexible the game is. It does feel like they designed things with certain play styles and strategies in mind. But you can usually just overwhelm the "optimal" path with enough resources.

We did not optimize on Nauvis. I went after it with three players initially which is almost overkill for the early gameplay. Someone working on core factory, someone working on resource gathering and extraction, and then someone killing bugs.

I feel like if you are naming build strategies and talking about complex circuit network setups then you are at the top of the play curve.