Posted by: Mark Yanning
« on: January 06, 2025, 12:01:30 AM »Do build points expired? After 20 years it seems I can't use them in Ground unit training. I'm sure I had plenty left. Could also be a good way to force investment in the first years.
FCs require you to invest always-scarce factories (and minerals) to build and do not scale at all - there is not even a tech to improve their output as far as I know (Wealth Generation affects worker taxes only).
I'm pretty sure they scale with Wealth Generation tech. They are described as producing as much wealth as 250 million workers (which obviously scales), and while I haven't double checked recently IIRC they maintain that ratio even with wealth upgrades.
FCs require you to invest always-scarce factories (and minerals) to build and do not scale at all - there is not even a tech to improve their output as far as I know (Wealth Generation affects worker taxes only).
I'm pretty sure they scale with Wealth Generation tech. They are described as producing as much wealth as 250 million workers (which obviously scales), and while I haven't double checked recently IIRC they maintain that ratio even with wealth upgrades.
FCs require you to invest always-scarce factories (and minerals) to build and do not scale at all - there is not even a tech to improve their output as far as I know (Wealth Generation affects worker taxes only).
If this derails, apologies and please move, but as a new player I'm curious about misanthrope's (and others) thoughts as to why the FC 's suck. And what info or data points you use to judge when you can lay off the FC builds and rely on the growing trade economy solely?
Do FC's suck in relation to the other alternative being 'free' of needing minerals or pop once trade gets big enough? Is it because they take a long time to pay off the investment cost? As FC are presented as the only real option for Wealth when starting, I haven't really explored how good they are since it's the only option I have control of directly. My playstyle is heavily into colonies, so I am very interested in learning break even points of when I can expect the Trade economy to really take over.
Brings up another question I've had forever....How much Wealth is enough? I know it will change based on Empire size, but is there a standard number or ratio you like to keep as reserve? I know it's the rate of change I need to keep an eagle eye on, but in general do you try to keep your Wealth maxed or 100-200k? With the way building is not immediate in Aurora, I worry less about large immediate costs upsetting my treasury as builds are spread out and use the rate of change as my main barometer.
financial centers SU HU HU HUCK, getting away from building those wretched things as fast as possible is high on my list. getting trade good and civ eco up makes a huge difference, and it takes a lot of civ capacity to do extra-solar business on a meaningful scale.
i don't think mining modules are well-loved. given sol's bounty of comets, it's an automine substitute that doesnt require factory time to deploy. construction factory capacity is very expensive, and offloading maintenance and mining to commercial shipyards- dirt cheap capacity- will noticeably accelerate your early game, despite the increased accounting cost of the modules compared to installations.
colonizing luna with infrastructure while terraforming mars is just the basic formula i have gone with for some time. luna can soak up all the infrastructure humanity can produce for a good long while. having a substantial chunk (1/3, 1/2, from a standard 500 million start) of humanity off-terra is one of my milestones for proper development of the solar system. this is throttled by the time it takes to terraform mars.
wouldn't go for both of these out of the gate, but i feel either is a good investment
starting with ion drives is a calculated extravagance at 80k starting research. you will really strain your starting endowment to get that and the most-valuable 4k tier military techs (sensor and missile, basically), and i at least find that the ships i build on that tech level are almost not compatible with the ships i build before. i don't have such a problem with ion ships, esp missile combatants, working with later MP designs. ymmv for sure
one thing is sure, there are a Godzillion ~5k RP projects that feel like barebones necessities.
with anything but the slowest research settings, i feel like it is almost impossible for you to build a starting army or navy that won't be hopelessly obsolete by the time you find some aliens to murder. if you can find a non-research-gimping way to effectively war from the word go let me know about it because that's my jam but i just cant pull it off in A#.
im starting to think the way to go is to spend heavily on tuggable pods of commercial systems: cryogenics, mining, terraforming, maintenance, or even troop transport. having to spend 5k at the start on tractors stings, but man tractors are good. these designs will be useful instantly and useful forever. 3 of these require yet another painful 5k RP sacrifice (pick one at most!), but these pods build slowly, so getting them deployed immediately gains you a lot of time value of money on the research invested.
...but i just cant pull it off in A#.