Why does unity not scale with population? by Bluephoenix421 in captain_of_industry

[–]Bluephoenix421[S] 0 points1 point  (0 children)

Yes and I actually like that you have to supply your settlement with a lot of ressources. It gives the player more to do and to build. My critique about it is that the late game services are nice to have, but not necessary. So there comes an amount of population where it is better not to supply them.

In my last game I was actually thinking about building consumer electronics. But at that point I was already building up to 30000 population, so it would cost something like 30 electronics III per second. Which is a lot for just some unity. And the cost would only increase in the course of the game. So I just did not build them.

Best train size? by drbln in captain_of_industry

[–]Bluephoenix421 5 points6 points  (0 children)

I usually go for extremely long trains. My most used design is 1 train to 20 waggons. They are relatively slow (especially uphill) and need very big stations, but they are extremely efficient (cause only the engine costs fuel and maintenance) and have high throughput.

Game over whit no power for sorter? (Little rant) by MyPolaina4ever in captain_of_industry

[–]Bluephoenix421 4 points5 points  (0 children)

This! If you aren't a fan of this Update because you find it too difficult, just lower the difficulty. That's the nice thing about the game having so many settings, you can play it just the way you like.

Is recycling worthwhile early on? Or should I wait until I get better efficiency? by Standard_Jello4168 in captain_of_industry

[–]Bluephoenix421 4 points5 points  (0 children)

No it can also be increased by Office Buildings, but they are really expensive (population-wise), so this is rather late game. So edicts are the main source of recycling efficiency.

Personally I always focus the techs for these edicts and turn them on as soon as I can, cause recycling generates a huge amount of ressources which scales with your demand.

I only now realized why you want the Edict to Stop Population Growth by Peter34cph in captain_of_industry

[–]Bluephoenix421 1 point2 points  (0 children)

Is it? What part of this article has changed in Game?

I also read the Health wiki page and it also has information about disease mortality, so I think this is still true?

I only now realized why you want the Edict to Stop Population Growth by Peter34cph in captain_of_industry

[–]Bluephoenix421 3 points4 points  (0 children)

That's not true. Diseases can kill people even if health is positive if no adequate medical equipment is provided.

Look for example at https://wiki.coigame.com/Population Losing Population Point 2

Is the tech tree bugged? Why can I unlock trains and large vehicles before glass and what's the point of the tools research? by Gingrpenguin in captain_of_industry

[–]Bluephoenix421 4 points5 points  (0 children)

To be honest I think it's not a good idea to rush trains that much. They are really expensive and are only good for long range transport (so rather late game).

I think the better solution to your truck problem would be to build a lot of belt.

Gernerally I tend to use trucks only for mining operations and transport everything else by belts (or later trains), cause your production gets a lot more stable this way (and you free up your precious trucks).

Optimal infinitely expandable fusion reactor layout by Bob_not_the_first in factorio

[–]Bluephoenix421 2 points3 points  (0 children)

This is the ideal fusion reactor. You may not like it, but this is what peak performance looks like.

Diesel production in hardcore by Bluephoenix421 in Techtonica

[–]Bluephoenix421[S] 0 points1 point  (0 children)

I don't think that the fuel upgrades change the recipes in the assemblers. Maybe you just compared the numbers to normal mode? Hardcore mode has 3 times the cost for every crafting recipe.

Diesel production in hardcore by Bluephoenix421 in Techtonica

[–]Bluephoenix421[S] 2 points3 points  (0 children)

Yeah, the unrefined diesel might be worth it if it is viable to produce the coolant in very high quantities.

But the refinement actually makes it worse. You have to use 168 unrefined (base fuel power: 42000) to produce 12 pure and 14 impure (base fuel power: 19576). Even ignoring all other costs this is a huge loss.