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LeonOfOddecca

First Lieutenant
45 Badges
Jun 13, 2012
263
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The breakthrough tech Extractor AI is massively overpowered.

The fact that it allows for mining of resources without any colonists at 50% efficiency is already close to insanely powerful, but not quite game breaking. What is game breaking is that I can start mining any deposit I've discovered without having to setup a Dome next to it, which means I can easily get all the basic resources I need, and only focus on science and advanced resources.

I suggest making this tech a lot more like Factory Automation. It would still be really good, but not game breaking. Right now I'm tempted to play as if I never got this tech.
 
To be true, the answer is "No, ain´t overpowered".

In my game where I exported 33 261 rare metals before sol 100 I didn´t had that tech - and it had only possibly made me export a few hundred rares more (not physically possible for more than around 700).

Yes, it make it easier to expand, especially if you are a slow expander.
But there are many other breakthroughs that effect your gameplay heavily.

See it as a way to make your game different - it is fun with different games.

But it ain´t overpowered. No attempt to break my record will do it because of that they got that tech
- I could list at least 5 techs right now that are more important if you fast like to export resources.
 
That's an interesting way of looking at it. I will give it a go. However, it strikes me that if it makes the game easy for someone like me who doesn't try expand very quickly then it is still broken.
 
That's an interesting way of looking at it. I will give it a go. However, it strikes me that if it makes the game easy for someone like me who doesn't try expand very quickly then it is still broken.

Give it a try!

Was thinking a bit about breakthroughs are equal or better to me, and as I thought it was fun I give you them:

autonomous hubs
- hubs that neither need energy or maintenance. Make expansion in hard far away places much esier to micro, and much cheaper in the long rung.

magnetic extractor
- extractors you work with people get you 50% more output

Any power breakthrough
- To have wind/solar + 100% output really change how you play the game. Fusion reactors without workers are also extremly good in my mind. You ain´t restricted in placing and get a extremly good power source.

Artificial muscle
- drones carry two resources at once. Extremly usefull and effects everything

Forever young
- senior works and do have children. Extremly good in my high score runs (I wouldn´t do a church of the new ark without it, meaningless recordhunt without the most useful tech for high marsborn population). Also make game much easier if you are playing slower

Superconducting computers
- researchpoints from your overflow energy. If one single tech changes the game it is this one. I would build my base around it with lots of energy, streamline for the mohole even faster than usual to get surplus metal used for solarpanels that would fuel my research even more.

extra food production/less consumption
- make food much easier, especially if you are playing slow


With all that said - of course the Extractor AI is very good. It is on pair with most tech above, and are one of the techs that changes your gameplan the most. I think it may be the only tech (except domes), together with superconducting computers and autonomous hubs that should be clearly visible at a screenshot.