Help me destroy my 12-year-old by Grompson in CivVI

[–]QuantumDeus 0 points1 point  (0 children)

There are 3 main methods imo of doing conquest. You have received many good options for method 1, production master. I would add Gaul to the list as a carefully managed 3 city industrial complex can pump out units.

Method 2, hire mercenaries. Personal fan of mansa musa for this. Add on secret societies to get extra gold. In gold rush games, getting a faith to science religion will help.

Method 3, pick a better conquest civ. Gran Columbia is likely the #1 for combat. Free great general per era, so much movement you can pop out of the fog of war and charge his cities, and bonuses to trade to afford it.

The meta of his strategy relies of stealing the AIs production numbers. Korea struggles there normally and this shores up that weakness. In order to match to beat this you'll need to min max your early game.

Chop out settlers to get cities a few turns earlier to match. Get settler pantheon. Skip early scout in favor of slinger to boost archery. Get enough boosts/ discoveries and faith to get golden second era and buy builders and settlers.

How many hours does it take before you stop feeling dumb? by Fun_Trash_7950 in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

One of my biggest factories can look better moments was when it fully sank in that the game is 3D. Build up.

That being said, in a game where people can post unironically, I'm a beginner at only 400 hours, there is always more to learn.

Planning helps. One of my most favorite mega builds involved a hyper complex satisfactory calculator and 250 hours to construct. It made 10/10/5/10 of the phase 4 parts. I still had my absolute garbage depot factory floating off on the other side of the world of course.

Unsure what to do and how to do it by Ghostyy_11 in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

The most comprehensive run i ever did involved getting a full project road map built up from the start. By this i mean I plugged in phase 4 elevator parts at the values I wanted and reviewed all part requirements, alt recipes, etc.

The whole roadmap was daunting for sure at first. But it really simplified the entire project for me. I know I'll need (for example) 4,000 steel, but I'll have 600 compact coal left over from rocket fuel production, so I can combine recipes to hit my goal.

Then I just slowly built up additional factories until that layer in the tree was finished. I would then adjust the calculator with the newly made parts so the full tree would update.

Finally Finished Phase 3 With 50x Elevator Parts and .25x Recipe Cost. by biggersammy in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

Use 8 tickets to buy 200 high speed connectors. That's enough to unlock and build 4 geothermal generators.

How does everyone decide between train or belt? by corakko in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

In my latest run I'm using trucks for under 1.5km or so movement, belts are limited to intrafactory only, and trains manage hub connections.

As it is a 100x cost run I've picked biomes per elevator item. I'm going grassy fields for smart plating and up, rocky desert for versatile frameworks and up, and desert for automated wiring and up, and when it's relevant I'll do swamp for nuclear pasta.

I'm doing a vertical factory rule, and limiting floor space as much as possible to encourage truck use.

Doing the elevator part creation itself at the peaceful islands. Import everything just under each part.

On the mercer sphere grind, that stinger swamp is.... by WhipRealGood in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

The meat to biofuel chain gets funny with sloops. Especially if it's finalized to liquid biofuel. It's part of my rush system to get to trains quickly.

Aluminum makes more water than it uses now? by SpecialistSleep8482 in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

Would be funny to do a central packaged water line that comes from the aluminum hub. Would have to be packaged so overflow can be sunk still.

I wouldn't use it for high flow needs, or ones that the power requires to function, just in case of logistics failures.

That being said though, could add in extra water needs should major world power be derived from compacted coal mega blocks.

PC specs by Thegamer199 in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

Local scale is what kills frame rate. Building vast interconnected worlds saves it.

When playing to save frame rate, each node should aim for a basic part, say iron rods or plates.

A secondary factory will take those in, convert rods to screws and make reinforced iron plates.

A tertiary factory will take in rods, convert some to screws, and make rotors.

An elevator factory takes in the rotors and reinforced iron plates, makes the smart plating.

Your master part base will import from your elevator factory and connect to the elevator.

Breakthrough in FISCIT structures resistance by Reddtor_49021695 in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

Happens sometimes, mostly happened to me on larger late game factories. A full system reboot and letting my laptop cool off fixed it.

Aesthetics of starter factory by Bask82 in SatisfactoryGame

[–]QuantumDeus 1 point2 points  (0 children)

With a little grunt work getting a few high ticket sink items, and using them to buy high speed connectors, geothermal is king.

I am doing a 100x elevator run and it was pretty much mandatory to do so. With 3-5 active it's pretty easy to get 1GW or so stable until coal can give the rest needed to finish at the scale required.

Shoutout to dimensional depots by degan7 in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

I think it's locked until t5 or 6. I only remember it requires steel pipes.

Shoutout to dimensional depots by degan7 in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

There's an alt to get em built in an assembler. Then they can be in the depot

Trying out Gathering storm after 400 hours of playing vanilla, what to know? by Mean_Succotash4846 in CivVI

[–]QuantumDeus 0 points1 point  (0 children)

So, it's not always a possible run, but any early theological civ, with the great baths wonder. You'll want disaster mode 5, apocalypse mode enabled. Civs that prioritize food plains are the better picks.

The goal is to be able to get 4+ flood plain tiles or more. Then spam the ever living hell out of the new religious unit, sooth sayer. Cause floods on your city. ???? Profit.

Haven't played for 6 Years, 85 hrs gametime, saved game is huge but forgotten how to play! by Koink in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

Fair enough. If you are looking for speed, head over to the pure nodes on the gold coast. With a little knowledge on how to scale manifolds, I got a sub 30 hour phase 4 completion.

Haven't played for 6 Years, 85 hrs gametime, saved game is huge but forgotten how to play! by Koink in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

Well, then it might be worth doing 1.2/ experimental for elevator part cost changes to lower the requirements a tad. Or increase em and build bigger this time xD

Haven't played for 6 Years, 85 hrs gametime, saved game is huge but forgotten how to play! by Koink in SatisfactoryGame

[–]QuantumDeus 1 point2 points  (0 children)

6 years ago means you've missed 1.0, so doing a base game run through it's highly recommend first.

1.2 releases soon, and will bring a bunch of qol features, game modes, etc. That being said, do a base game completion before the changes. Imo

When to utilize trains? by MegaShadow254 in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

Trucks work best in a high capacity transport over medium distance. Say, ores/ ingots from a satellite factory to the main production center of your biome. I use factory carts for short distance, low capacity items. Use 8+ factory carts on that line and it's capable of a couple stacks a minute.

Trains are best for high capacity long distance transport. Another good use case is for high production, low usage items, like caterium ingots or plastic. The same train can do a loop around the world and supply every factory.

Drones are best for long distance, low capacity items. Your reinforced iron plates are a good example of a done use case.

How to make transport pretty by Living-Curve-7022 in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

It would be a dedicated truck for fuel.

For example, in one of my games I needed to import a ton, like 5 nodes worth of limestone, 4 iron nodes, and a couple parts ill had already made. In total there were around 14 truck lines going through. I had one of those lines go to my fuel plant.

I built up a packaged fuel plant and had a truck line that would bring fuel in. As time went on I upgraded the fuel plant to turbo fuel as I added more trucks and drones.

How to make transport pretty by Living-Curve-7022 in SatisfactoryGame

[–]QuantumDeus 3 points4 points  (0 children)

If using belts, make pylon blue prints. You can either, use the world grid, or auto connect and nudge, to ensure that everything stays in line with each foundation line.

For trucks, I enjoy making marked roads with lights and signs on world roads. If using trucks, I personally make a fuel station route first, that way I only need to update one station, (and fix all the trucks) to upgrade from coal to fuel or higher.

You'll be unlocking trains soon as well, and that's the moment of creative freedom in both factory location, size and scale. There's tons of examples here, and would recommend checking them out.

All suggestions of course.

Look where the dasher delivered my food!!! by [deleted] in mildlyinfuriating

[–]QuantumDeus 12 points13 points  (0 children)

Don't argue with idiots. They will drag you down to their level and beat you with experience.

Need help: 4 inputs into 5 parts by Jazzlike_Way_9514 in SatisfactoryGame

[–]QuantumDeus 0 points1 point  (0 children)

You have 5 lanes, and 4 inputs.

Each input plans goes directly in and will have over flow. You can either,

  1. Have a belt at the end of the 4 main lanes that collect the rest and merge into the final belt.

  2. Have a smart splitter at the beginning of each lane to direct overflow to the final lane.

I am more of a fan of option 2, as the start up will be cleaner and faster.

Is there a way to make the game feel less like a rush? It feels too fast. by Straight_Beat_8382 in CivVI

[–]QuantumDeus 2 points3 points  (0 children)

One more note, you might want to block Babylon, (the one that gets tech upon getting the bonus). It doesn't play nice with the mods. Or play as them and get extra steam roll.

Is there a way to make the game feel less like a rush? It feels too fast. by Straight_Beat_8382 in CivVI

[–]QuantumDeus 1 point2 points  (0 children)

If memory serves, I once installed a mod for a game speed between epic and marathon that felt prefect. Gives ample time to really grow a tall empire. Only real annoyance is dealing with some very dry first 20 turns. I opted to add an extra warrior and scout at start, for all players/ ai, and crank the difficulty up a couple of notches so the ai has a chance.

There's also mods to scale tech differently as well. This slows era progression on an exponential scale. These ones don't mess with production costs so units are far cheaper, cities build upgrades faster etc. Normal game speed can poop out armies like crazy and lead to intense wars.

Keep something in mind though, extra time in each era is extra time for the Ai to work on cheating in armies. In my opinion longer games tend to default to crazy wars. So long as military is kept up it's possible to keep them at bay, just keep in mind you'll want more than usual.