• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Insane Killer Robot Souveneir Shop and Funeral Parlor.
That sounds very Dwarf-Fortess-y to me! Since the only DF game I’ve followed is yours, it’s probably really very blue emu=y. :p
 
  • 1
Reactions:
Those probes are seeing A LOT of use.

I wonder if it's worth designing Geo-probes?

A fire-and-forget method of prospecting a planet.
Didn't know you could. Sounds fun :)
 
  • 1
Reactions:
They'd shoot the probe down, though.

It takes days (typically weeks) to Geo-search a planet.
Well, that is probably the answer.

Unless the probe is cheaper than putting a geo survey ship on site, which thinking about it, is possible, given it would allow you to just use a small cruiser with said probes.
 
  • 1Like
  • 1
Reactions:
If we can bring the colony cost of Prixhome down to zero, it should eventually become an amazing planet.

The max pop limit is 40 billion.

That's WAY more than Earth's max pop limit.
 
  • 2Like
  • 1Love
Reactions:
If we can bring the colony cost of Prixhome down to zero, it should eventually become an amazing planet.

The max pop limit is 40 billion.

That's WAY more than Earth's max pop limit.
Didn't you say it only was worth it if there were jobs, I.e. minerals present?
 
Didn't you say it only was worth it if there were jobs, I.e. minerals present?
Minerals can be shipped in. With the bucket brigade system and more planets beyond it yet to be discovered it's very possible that it will become part of that, plus of course it's a logical place as a staging area for whatever is mined in system.

And all you need for taxes is jobs, and all you need for jobs is installations, and we're digging those up for free from the ruins. So it does make sense.

Edit: This is post #6.666. Surely nothing can go wrong with us building up that planet...
 
Last edited:
  • 2Haha
Reactions:
At the moment taxes are not the real issue anyway.

Taxes might BECOME the issue, certainly. The location of the "bottle-neck" in our growth changes as the game goes on.

But at the moment we lack other things... minerals, spare workers, infrastructure (or reduced Colony Cost) and installations such as mines and factories.

Taxes are used to PAY for stuff (including maintenance). What we actually lack is the stuff, not the ability to pay for it.
 
  • 2
Reactions:
We have completed the Great Circle jump-gate ring, running from Earth to Psi Ceti to Xi Bootis to Tau Ceti to 25 Ursae Minoris to Kapteyn's Star to 61 Cygni to Luytens Star to Alpha Centauri and back to Earth.

Not particularly useful... there are many places that a hidden jump point or short-cut would be far more relevant.
 
  • 2Like
Reactions:
Didn't you say it only was worth it if there were jobs, I.e. minerals present?

I said "jobs", yes. I also said that minerals create jobs. And minerals are the start of an important production chain, correct.

But they aren't the ONLY source of jobs. Financial Centers require no inputs except pops to operate them. Research Labs require only money.

And as Randakar points out, the "Flow Network" that I'm arranging for moving minerals around makes it possible to set up factories anywhere.

It's just quickest, easiest and most straightforward to set them up on mineral-rich, high-population planets.
 
  • 2Like
Reactions:
So once established, in principle the planet would be an excellent research and financial centre due to massive population?

Yes, exactly.

The bottlenecks there would be terraforming, available colonists, installations (financial centers, research labs), minerals and factory time to construct them, and bottoms to ship them out to the colony.
 
  • 2Like
  • 1
Reactions:
Yes, exactly.

The bottlenecks there would be terraforming, available colonists, installations (financial centers, research labs), minerals and factory time to construct them, and bottoms to ship them out to the colony.
So it's a great spot in theory, only missing everything it needs to actually be one great :D
 
  • 3Haha
Reactions:
So it's a great spot in theory, only missing everything it needs to actually be one great :D

Precisely.

But we're digging up lots of random stuff from the ruins.

So the place is going to be a chaotic mess for a while anyway.
 
  • 2Like
Reactions:
Precisely.

But we're digging up lots of random stuff from the ruins.

So the place is going to be a chaotic mess for a while anyway.

Especially when the killer robots show up.
You can set a planet to not be a destination for colonists, right? And then ship everything destroyable to the nearby staging point...
 
  • 1Like
Reactions:
So it's a great spot in theory, only missing everything it needs to actually be one great :D
It's a bit of a fixer upper that just needs someone with a go get em attitude to turn it into a beautiful art deco house with an open concept floor plan. We must be the change we wish to see.
 
  • 1Like
Reactions:
  • 3Haha
Reactions:
New star systems will require some Sabre squadrons to guard them.

sc-1913.jpg
 
  • 2Like
Reactions:
Progress continues on sorting out the mineral situation. The mines listed in the bottom panel are all being shipped out.

sc-1914.jpg
 
  • 1
Reactions:
Pre building orbitals for grinders too. No wonder it's fast.
 
  • 2Like
Reactions:
At the moment, Corundium is still our most sensitive mineral... but that's because of all the mines, auto-mines and grinders that we're building.

Other than that, the minerals are looking good enough that I have put more factories in the build queue. So we'll be spending our minerals a bit quicker.
 
  • 3Like
Reactions: