What assets do you prioritize the first few turns? (Full Version)

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boldrobot -> What assets do you prioritize the first few turns? (6/30/2020 6:25:13 PM)

I'm having real trouble juggling all of the demands on my IP in the very early game. I feel like metal mine, water mine, and industry all need to get up and running ASAP, with farms and bureaucratic offices not far behind, and of course I also want to crank some buggies out. I'd be curious to hear what others have done in terms of build orders when starting the game, since I feel like I am getting pulled in five directions at once on turn 1.




jwarrenw13 -> RE: What assets do you prioritize the first few turns? (6/30/2020 6:51:16 PM)

In my experience that is entirely situational based on starting position. In the two long games I have done, one finished and one in progress, in the first one I was very short of food at the start. In the current one I was short on metal at the start and just now getting that stabilized. I do try to pump out troops as fast as I can, buggies and when possible a couple of light tank unit that seem to really help. Though in my current game the militia has given me several mobile formations, 3 motorized and one armored, unlike my first long game. So I'm not sure there is a best practices except to focus on critical shortages.




Zyphtan -> RE: What assets do you prioritize the first few turns? (6/30/2020 7:43:16 PM)

Really depends on what you need and on the planet. You usually need food right away. Really the most important. You need food to feed all units, recruits/colonist, workers. You dont want to run out of food.

Industry needs 1500 metal for the first level. You need food supply at the least and maybe water depending on how long you want to buy water which is usually cheaper. You need to get ice mine up quickly too if you dont get alot of rainfall or water bodies in your zone that you can draw from.

You need units too pretty quick just to keep stuff away from your city.

If you get your econ going then you can easily support a larger army easily and expand quicker.




zgrssd -> RE: What assets do you prioritize the first few turns? (6/30/2020 9:27:23 PM)

Farm and Water Mine[&:]
Those should not be an issue anymore. You should start with enough farming to feed your pops, workers and army. And a Watermine if that is nessesary to feed the farm.
If this is not the case, you either have a bug or a very outdated version.

Metal Mine: Metal is worthless without the IP to make it into stuff!
Every single project that needs metal, also needs at least 1 IP per Metal. And there is plenty of uses for IP without Metal, like Roads.

My advise:
Nationalize the Scavenger, then the Truck Station. Personally I start on Tech Level 4, where both start Nationalized.
Rare Metals usually sell for 5 Credits per unit on the market.
And the Truck Station has no capacity if privately owned.




border10 -> RE: What assets do you prioritize the first few turns? (7/1/2020 12:59:12 AM)

Good advice by zgrssd.
My games tend to follow this pattern now:
1) Nationalize the scavenger in round 1.
2) Shoot for light tanks by forming the MDC in round 1. Assign 100% BPs to discovering new models. Once light tank is discovered, switch all BPs to designing it. Even out the BPs after that and get an EC. Light tanks are really my main goal early game. I feel vulnerable without mobility and armor.
3) A few rounds later, I nationalize the truck station. The scavenger funds the truck station nationalization by selling rares. There has been occasion to push this a few rounds, but I usually do it between round 6 and 10 I think. Sometimes I need to turtle and don't need a truck station as soon. Before the truck station I explore. Just spy and keep the bad guys away is all I really worry about.

Food, water, metal, IP, and BP priority is relative to the planet, start position, hex perks, resources, early events, immediate neighbors, and probably other things I don't remember.




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