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What's your first outpost productions?

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10 years ago
Jan 6, 2015, 10:49:40 PM
I'm very new to Endless Space. I've only played three games and won my first game last night as the United Empire. Over the last few days I read a few guides and feel I understand the game a lot better now. Honestly, I love it and cannot wait to try out Endless Legend.



One of the guides indicated that one of the best things to build in the game is the Planetary Institute. To me, it makes sense, and I've used it a lot in my last game. However, this was the only indication as to what productions are good to build when you've colonized a new outpost. Especially later on in the game I feel a bit overwhelmed and not sure where to go after that.



So I thought I'd ask you guys what you like to construct on your newly claimed outposts. Is Planetary Institute any good to you, or do you build it a bit later, or maybe you prefer something else entirely? In any case, let me know.
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10 years ago
Jan 7, 2015, 1:20:55 AM
First build anything that increases food.



Then build anything that increases production.



Then build anything that increases happiness.



Planetary institute - I build them in every system as soon as I can.
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10 years ago
Jan 7, 2015, 5:43:35 PM
The three most important are the +10 production upgrade, planetary institute, and food exploitation. If I can afford it (and later in the game I can), I buy out the first two. After those, queue up happiness upgrades. If a new system is really unhappy (more likely to happen later in the game), I might also buy out the first level happiness upgrade.
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10 years ago
Jan 7, 2015, 5:47:21 PM
What guide did you read, Azjenco? As the game seems difficult using the pre-made races.



Wanted to check what research focus people recommend, as I normally go for Exploration branch to quickly colonize systems. But the AI is too boosted with significant fleet and planets.
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10 years ago
Jan 14, 2015, 4:45:59 PM
-Food exploitation(with most races at at least)

-Heavy Isotope Refineries

-Planetary institute

-Sustainable Farms (on systems with Tier II planets + Arctics and Deserts) (exception: harmony they want it ASAP)

-Your best available approval building.

-Xenotourism Agencies (if there arent anymore approval buildings you can build edit: exceptions are the Sheredyn they want it ASAP)





In this particular order.
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10 years ago
Jan 14, 2015, 8:17:45 PM
I used to go with food first, but I've changed. It depends on how early I am in the game.



At the game start, I go for the research exploit first, followed by research items and rush to Applied Casimer Effect as soon as I can. (I like to go for the early scouting bonuses and then withdraw back to my choke points.)



After that, I go with whatever exploit gives the highest return between production, finance or research. I never use the food exploit any more.



When I invade a system, I build over any food production exploit in favor of, (in order of preference), production, dust and research.



Everyone has their own style of gameplay though. When you find the strategy that fits your personality, you can tweak it to pretty good effect.
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10 years ago
Jan 14, 2015, 9:58:34 PM
I would like to remind you however that xenotourism agency should always come after the food improvement if you are the Sheredyn.
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10 years ago
Jan 14, 2015, 10:50:31 PM
The return of + smiley: dust bonus based on smiley: stickouttongueopulation: depends highly on how high your tax rate is.



Thats why xenotourism agency isent that important(or good) to build in the early game at fresh colonized systems.



With the Sheredyn though i build it after the food exploit (like Adventurer_Blitz) or after Heavy Isotope Refineries.





And for the Harmony i build Sustainable Farms even before Planetary institute (just time that building to be finished before your first turns on high Science slider)
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10 years ago
Jan 21, 2015, 9:13:41 PM
1. Food Exploit

2. Heavy isotope (the +10 industry)

3. Meh, choose what you need. Automatons++



There's no hard and fast rule to really build past that. The Planetary Institute is pretty commonly next, but, really, the planets and bonuses and terrains cause such a difference in outputs and the costs of the buildings can be so high against their payoff time that its sometimes just worth consideration on a case-by-case basis.



On the topic of automatons: I love the idea that I just build up industry until it's time to finish a project. No need to sink resources into a project before it'll fully self-assemble. Just, build gears and machines that'll also build gears and machines, until there's a critical mass of them, then have them all convert themselves into the main project. See that incoming enemy fleet? Isn't it great that you can fluidly transfer all that industry into a defender or some stealth bunkers?
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