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I had a pretty good one for my first five star run. I think i'm getting the hang of it. Tech early, tech often, folks. The nice thing about teching is that building things on a planet itself does not actually take any time which is very helpful.
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# ¿ Jun 7, 2021 13:12 |
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# ¿ Apr 25, 2024 10:48 |
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WhiteHowler posted:I picked up Slipways yesterday and see a ton of potential, but jeeze am I bad at it. The thing about labs is that the earlier you get tech going, the better. Labs also do a good job of providing for exports to get those wonderful prosperous planets, but that's more of a later function. Since you get your income by the year, labs are powerful early on. There are other ways to get tech though, and they should definitely be considered.
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# ¿ Jun 7, 2021 17:52 |
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Ciaphas posted:wait do exports to labs generate income? I haven't checked(though i usually don't have money problems after the first few years), but they do count as exports for the purpose of making a planet prosperous
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# ¿ Jun 7, 2021 18:43 |
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The Slipways campaign is kinda interesting because the win condition has very little to do with what gives you a high score(though it does affect how many stars you get), it's kind of a challenge trying to hit things like the big planetary forge because not all the planets around it are going to be suited for getting maxed out unless you get some sick techs. That might be the way to go on that mission, though.
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# ¿ Jun 8, 2021 11:43 |
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WhiteHowler posted:I've played six games of Slipways now, and I have never, ever even come close to running out of money. Which means I'm almost certainly doing something wrong. I finished my third regular game with three stars, and beat the first Campaign scenario. If you hook up one of the artifacts to a planet with a free population, the race items represent randomly presented options. Some of them are really good. If you're hooking up population planets and making sure you keep enough of them steady you will not have money problems.
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# ¿ Jun 8, 2021 15:52 |