![]() But you can put residential sectors on any land sector, making them more versatile) (+20 free energy from the energy exploit ~= +20 energy if all 20 pops are on basic job slots ) Sure you can get more out of them with upgrades, but it’s just as easy to get a t3 basic exploitation as it is to get a basic residential sector (you do have to spend 225 production to make the racial building, where as the basics get level 3 if the terrains provides the right modifiers. The first tier of residential sector is comparable to a level 3 energy exploitation when the colony is at 20 pops. Divide the production cost of making the building by this to get the number of turns it takes to get out what you put in. So for the first level you're getting 14 resources a turn. If dvar give 6 energy and 6 production, and a normal pop gives 5 energy or 5 production, then you have a net gain of 7 resources per pop. Ninjew - RoI for most of the racial buildings is fairly easy. The orbital relay will be better for smaller colonies, and residential better for bigger ones. So essentially they do the same thing to varying degrees depending on the size of your colony. Orbital relays give another job slot for the basic job, which is quite similar yet different then to the bonus that residential sectors give, which is +1 per basic job. When you delete a res sector it becomes ruins (e/r) so you can use this feature to terraform! (Assembly can get extra research from ruins, through the neural-interfacing datacore building) (depends on if you got lots of volcanic territory that you need to use) If you can put them in a volcanic territory, that is a decent option. You can’t make residential sectors in sectors with mountains. So will the dvar doctrine which reduces building prod by 20%. Using the Builder doctrine will allow you to make sector upgrades, and the racial buildings a lot faster. You can only grab a sector that is more than two sectors from your colony center, if the residential sector is adjacent Some players may want to rush out an immaculate racial building for their bonuses.įorward sectors can save sectors that you may want to expand into/ build residential sectors in NeverZero likes making his first residential districts at 8 or 12 pops. You can’t build an extra sector at 20 or 24 pops without a residential sector, but you can always dismantle an older sector in the late game to make room for residential sectors. The tool tip was recently rewritten to be clearer. Upgrading the res sectors does not allow you to get higher level specialist building. Two basic level res sectors can take you to the second level of the racial building. We should cover how to upgrade the racial building. You need residential sectors to get the high levels for the specialist building. Residential sectors give you access to the immaculate specialist building bonuses (that is once you have research the specialist building, built it, and it’s 2 upgrades)īasic tips/ general info/ guiding principles: ![]() Residential sectors also make it so larger colonies are slightly better, prioritizing playing “tall”, allowing you to protect your economic production with less units. ![]() A lot of the guiding principles from that video still apply today. If you want a simpler explanation about how to choose sectors to annex, I did one a year ago, called “Beginner's Guide to Colonies”, back when some of the mechanics were quite different. Each colony can now hold a lot more land, so you have more options to consider. ![]() With the addition of them, what you annex is more important than ever before. Here are my notes that I used for this video: I got a longer video for you all this week.
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