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Ciaphas
Nov 20, 2005

> BEWARE, COWARD




I'm loving Slipways a lot, but I'm not very good at picking out when and where to lab up yet. I probably scout too much too, especially in the beginning, but ending up with an unsatisfied planet at the turn of the year Feels Bad, Man

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Ciaphas
Nov 20, 2005

> BEWARE, COWARD




skeleton warrior posted:

If you like Slipways, another good recommendation is Dorfromantik.




Oh yeah, this is the other game I was thinking about that Slipways reminded me of, thanks for that

Something about the entire structure of both games really appeals to me. Maybe the "puzzle-of-your-own-Machiavellian-design" gameplay, or specifically the logistics/pathing aspects

Ciaphas
Nov 20, 2005

> BEWARE, COWARD




WhiteHowler posted:

I picked up Slipways yesterday and see a ton of potential, but jeeze am I bad at it.

The lab/tech element is kind of confusing, so I just sort of aimlessly plop down labs when I have some extra resources of the same type in an area, and research whatever might be useful (it usually isn't).

I know the game is new, so I'm hoping to see some write-ups on how to not be terrible.

I feel like you want to get one lab down as early as you can, but beyond that I've only ever put them down when I can get 2 or more imports of a resource (so at least 3 science/year). Usually I've been able to get more, up to 9 by the end of one game.

That said I still don't have a 4* score to my name so maybe I shouldn't be giving advice

Ciaphas
Nov 20, 2005

> BEWARE, COWARD




wait do exports to labs generate income?

Ciaphas
Nov 20, 2005

> BEWARE, COWARD




Super Jay Mann posted:

Well this just happened



I seemingly locked myself out of the second platinum star as I kind of messed up my final year by being a bit too cavalier in the first half and scouting like an idiot (do not do this on the final year! You want full undo capabilities to look for optimizations), but hoo boy. Matter Transposition, which lets you switch the position of uncolonized planets, is pretty drat strong. Combine that with Starbirth however, and it becomes completely busted. Starbirth lets you turn any mineral or barren planet into a supply of two energy for a mere 1mo/20c, and being able to place them in the most convenient spots with Transposition made the late game a laughable affair. Establishing tech often and early is key in this case of course. Of course I managed to fund all this galactic marble shifting with two good money perks (8c for deliviering minerals, 8c for connecting two-way trades), double money from asteroids, and Xenotourism. Tourism in general is excellent since it gives you somewhere to sink population, generates money, and is pretty easy to get to Prosperous, especially in conjunction with Starbirth. Looking at my map in hindsight this game could have gone waaay past 20k, so I encourage people to try out this seed and council combination themselves.

I was a tad skeptical starting out cause getting a handle on the mechanics and dealing with the sometimes harsh RNG can be dispiriting but I'm glad I stuck with it. This game owns and is a hell of a lot of fun and I anticipate spending 70% of my time on successful runs trying my hardest to optimize and squeeze out every little bit of score I can. I may end up moving to Tough soon to see how much that changes things.

I still can't get above 3*

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