LCcmdr -> Best 1st through 5th turn decisions (1/14/2022 1:35:09 PM)
|
I've got over 100 hours invested in this blasted game. It's fantastic but frustrating--like whack-a-mole! Economy, logistics, morale, demands, and personnel support (that impact production)--added onto by extended build times due to not enough credits, machines, or IP (when you actually thought you had it set). Then my favorite: multiple, random events that tend to unhinge my precarious empire even further. So, I humbly request some schooling in how to grow into a better player (beyond spending 1,000 hours of learning). Now, I watched or read through numerous guides (stream, here, and Internet). And, I get the varied start decisions based upon need. So, to indicate that I'm not just a flake, of my numerous games, my best has been on a moon where there are only 4 zones. It's tense and I'll probably lose; but not because of my army or failure to anticipate infrastructure: no, it's because the random events either suck out all my credits or offer only negative impact solutions. My typical load out is militia only, tech 3, and air with a small siwa class planet. And, even on the easiest setting, I drown from leadership rebellion. I can fight the enemy outside well; it's the enemy within that backstabs me. I genuinely don't grasp how to manage or destroy unwanted factions. My typical start techs are Economy (always first), followed by either models, interior, or occasionally staff. I typically get military soon, leaving applied, foreign, and secret services to last. My typical infrastructure builds are iron, industry 1, bureaucracy 1, food (sometimes food comes earlier), then water if needed. All too often private business claims my only slot for scavenging or iron or oil, while I'm so IP poor or credit poor to do anything about it. So, what works well for you?
|
|
|
|