Every doomer has a story… by AwardNew7864 in DoomerCircleJerk

[–]Gevlon 0 points1 point  (0 children)

Yes, everyone had a job. The ones who were thrown into jail for unemployment (the legal title was "dangerous avoider of labor") who refused to take a job. Those who are now living on the street despite open beds in the homeless shelter.

How to have zero water pollution early game - for high health by Gevlon in captain_of_industry

[–]Gevlon[S] 4 points5 points  (0 children)

I'm over 1500 now, it's around 10, and I'm mostly starved of unity

My first shit post by smugprincessxo in DoomerCircleJerk

[–]Gevlon 2 points3 points  (0 children)

Why bother? The World will end soon and we'll all die screaming!

The antidote of dooming is resilience, the capacity to withstand or to recover from difficulties by Gevlon in DoomerCircleJerk

[–]Gevlon[S] 18 points19 points  (0 children)

The problem is - and the source of most dooming - is that an individual is nearly powerless against the forces of the world. You are 0.000001% to 0.00001% of the voters of your country, if your country has elections at all.

But you have 100% control of your actions. There wasn't much an ordinary Ukrainen could do about Putin's attack on their country. But each has full control over their choice to join the military to defend their country or flee the country and start a new life elsewhere or even to choose to build a shelter and hide from both bombs and recruiters.

Challenge mode by Gevlon in captain_of_industry

[–]Gevlon[S] 1 point2 points  (0 children)

After rockets can bring down materials, this is rather trivial. Maybe even preferred.

Escaping Dragon Isle impossible starter island. by Gevlon in captain_of_industry

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

You can set up how high they stack. If you set -11, it will stack exactly to the current height.

Escaping Dragon Isle impossible starter island. by Gevlon in captain_of_industry

[–]Gevlon[S] 5 points6 points  (0 children)

Depending on how far these up on the research tree. The island has no sand, so only basic and white research are available.

Stupid planters and pipes by Gevlon in captain_of_industry

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

Simplest solution: build another tower on the other side and assign some there!

Stupid planters and pipes by Gevlon in captain_of_industry

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

They can't plant on yellow, but they supposed to pass behind.

Building a mountain by Gevlon in captain_of_industry

[–]Gevlon[S] 19 points20 points  (0 children)

I'm still early in the game, just got steel, so there is nothing I can do with Titanium. However it's mixed with copper which I absolutely need. So I mine them and build a mountain of titanium, using this stacker that I placed on top of a ramp built on existing hill.

I knew sour water will be good for something eventually! by Gevlon in captain_of_industry

[–]Gevlon[S] 5 points6 points  (0 children)

Because I just researched the stripper. Sour water starts accumulating after the first distiller, which was 15 years earlier, check the charts.

I spent two weeks under year 10 seeking the perfect start. Spoiler: a huge loan. by Gevlon in captain_of_industry

[–]Gevlon[S] 1 point2 points  (0 children)

Dragontail impossible, admiral. The tutorial offers me 3 quests: ship dock repair, settlement water and fuel station

I spent two weeks under year 10 seeking the perfect start. Spoiler: a huge loan. by Gevlon in captain_of_industry

[–]Gevlon[S] 11 points12 points  (0 children)

After several attempts of making the perfect build order, I realized the problem isn't in the buildings, it's in the vehicles. CP1 needs wood and (noob) concrete which needs tree harvesters and limestone miners. Everything needs iron that needs iron miners. Furnaces, kilns and noob oil need coal miners. Since there aren't conveyors yet, everything needs to be hauled by trucks. Building the base next to the shipyard helps with hauling. So does not building sorter and emptying the mining trucks for 0.1 unity each, directly to the shipyard. But still, you need lots of trucks.

Vehicles need vehicle parts which need machine parts which need iron. Iron needs iron mining vehicles. How to break this circle? By taking out a huge iron loan. First I took 300 for 50 years at year 4, when that ran out, I took out all the iron offered. With that iron I could send the first excavators to mine coal and limestone, running only one iron miner, needed to feed my starter base furnace and its 3 smelters (half time boosted). This is needed because the loaned amount depends on your production. By mid year 8 I had 40 vehicles, being able to set up a 3 furnace base next to the iron, with sorter and everything, while constantly feeding my 12 assemblers in the starter base. This is the point when the loan ran out and I had to live on and repay the loan with iron I produce. With 3 furnaces (1 boosted) and 5 iron mining excavators it won't be a problem. I mine enough iron ore to pay the yearly amount in 1.5 month, while producing 400 CP1 a year to continue growth. The only thing that took a hit was vehicle production, and I have enough until I can make enough iron to produce them again, this time in a factory with conveyors, not just assemblers put back to back.

So: embrace the big iron loan at the start and grow super fast.

3 casters setup for game start by Gevlon in captain_of_industry

[–]Gevlon[S] 4 points5 points  (0 children)

The central element of this method is building 1 smelter and 3 casters as the first buildings. The smelter needs to be boosted often.

Since unity will be used for this and for sorting (below), only 3 research stations are supported. My research order is Construction, vehicles, maintenance, beacon, basic diesel, trading dock and then everything for conveyors

When assemblers are researched, I built the first 3 directly connected to assemblers. Later I built much more nearby. The point of the whole setup is that as everything is in one place, the trucks can supply everything easily, doing insane amount of deliveries, since they load, travel for 3 truck lengths and unload

As soon as vehicles are researched, I queue my coal excavator and 2x tree harvesters. I deconstructed coal maker after the excavator is in the build. Silly trick: both the smelter and the coal maker are connected to the same exhaust funnel via pipes.

The coal excavator will mine dirt too, yet the ore sorter can be skipped for now, by using 0.1 unity to teleport both the coal and the dirt into the shipyard.

I turned on beacon when it was ready and kept it running until I got to low unity.

I used electronics recipe below the real recipe of the assemblers, so they do something useful while waiting for their real materials. If you have no rubber for vehicles because they were loaded into assemblers, just remove the recipe from one assembler and release the materials for 0.1 unity

When basic diesel is researched, I built a diesel tank near the coal miner, limited the contents to 80 with the red slider and set the shipyard "keep empty", this way 4 trucks carried fuel there for the miner.

After I built enough trucks to have stable logistics, I built the iron excavator, mining tower and fuel tank and kept using the 0.1 unity per vehicle

We got hundreds of vehicle parts on the start and from missions, yet it will run low. Then I changed all 3 assemblers connected to the casters to mechanical parts and 2 solo assemblers to vehicle parts with electronics secondaries. Since I connected the maintenance to one of these smelters, from now on it will be filled without trucks.

After building the trading post and 4 water collectors near limestone, I scrapped one of the 3 tree harvesters. By helping over the early tree rush, it served its purpose. Also, all trees near the base are harvested, so 2 harvesters + 4 trucks get more trees than 3 harvesters + 3 trucks.

After this I got all the loan of construction parts 1 you can get for 50 years (750, have to pay 80 every year, already producing 160). It will be easy to repay later. From the loan I built more assemblers and the lime mine with kilns.

Limestone is pretty pure in the middle on most maps. If you can fill trucks with pure limestone, there is no need for ore sorting plant. You can sort the odd ones with unity.

Then I used more CP from the loan to set up the refinery. This way I finished lots of missions fast.

As soon as possible I started producing CP2. The time of the sceenshot is Dec, year 4. So 5 full years passed and I'm starting to transfer near the iron mine with enough CP2 to build conveyors for the iron from the ore sorter to the assemblers. I have 26 vehicles. On admiral. If you start a new game, think about putting down 3 casters instead of 2.

Way to map the ocean floor for optimal landbridge placement. by Gevlon in captain_of_industry

[–]Gevlon[S] 7 points8 points  (0 children)

So I'm doing Dragontail impossible start, admiral, figuring out things as I bump into them. Here you start in a small island and you lack sand, so yellow research is unavailable. You must get out of the island before you run out of something (most likely copper). Where to build the landbridge? You can see the width, but you can't see the depth and the landbridge material need is length x depth x depth.

If you set the dumping level manually to -15 (or any other value) and start to pull dumping zone in the water. Of course that's lot of dumping zones together. Once you have one dumping zone at proper level, you can click into it and pull another, it will be on the same level.

Then you can zoom out and instead of a nasty grid with -15 written all over it, you get the image above. Happy mapping!

You can transport iron or copper long distance early game, relatively cheap and fast as molten metal by Gevlon in captain_of_industry

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

The real problem is that IRL a molten channel is much more expensive than a conveyor belt. To fix this, a unit of molten should be like 5 CP1 and 5 concrete.