I agree about your chosen reward for Research Cooperation. One RC transport is worth 200 million, while the resources are worth $570 million (the electronics alone are worth $300 million) and the probes cost $500 million after Adaptive Probes is researched, but no one playing on the hardest difficulty would buy 10 orbital probes, ever. As a little bonus, Research Cooperation fits more resources into the single supply pod than you can order yourself, at a total weight of 12,000 kg. Finally, by the time the research cooperation story bit comes up, I’ll probably have ordered the only RC transport I need. I like to order it right away on sol 1 in a supply pod, though if I were determined to do so, I could get two rockets to Earth before Sol 20.
Following on that, whether you have time to send two rockets to Earth before inflation hits depends on if you’re playing with rival colonies, and how aggressive your rivals are about scanning planetary anomalies. Around Sol 10 or 11, you’ll discover the first round of planetary anomalies, and none of them will require specialists, so whether you produce enough fuel to send a rocket to Earth again once you have colonists depends on the weather, how aggressive rival colonies are going to be, and how much fuel you can manufacture. As Paradox, I bring two vaporators and two fuel refineries, but things can still go wrong. An electrostatic dust storm will blow up any fuel you leave sitting around, for example. A cold wave can make you decide it’s not worth making all that fuel over buying supply pods instead. I love this game so much!
If you want to excel at this game, before even landing, plan and place down your buildings, and then turn them off. Place your concrete extractors, first dome, solar farm, cables etc. Make sure your first priority is fuel, to launch and get the reward. All those science boosts are crucial.
Hi, can i request that if you really want to do a hard mode playthrough, you should do it in a seed you have never played. that would be real hard mode as you dont know where the resources, anomalies and breakthrough techs are. just a thought. Love your channel tho.. will binge this playthrogh!! :)
Hi! Just want to say how much of a great narrator you are. I've had this game for some time, and I love watching playthroughs . Keep up the great work. 👍
I expected you to pop those two other surface beakers before you went underground. That would have given you drone swarm, and possibly the underground elevator tech. Edit: But Outsourcing made up for it.
Great to see the recent boom to your channel, congratulations! As a fellow creator myself I know the difficulties of putting hours into content that generates little views ha. With the deep scanning remark, I see where you're coming from but I don't think the overground and underground maps line up. Most notable for where the elevators end up. Also do we know how far underground the tunnels are? Also I've tried using the elevator before myself for oxygen and water but it doesn't seem to work? Hooked up a dome and there was a lack of resources, could have been a bug though. Congratulations on the 2k subs!
2 questions if you dont mind and if you read it: 1. which dlc brings in the "extends" to the research? 2. and at the first 10 min you have 2 more anomalys and your explorer just sitting there, doing nothing. Thats annoying me :D
I’m gonna take a swing at responding to your questions without fully rewatching the video. If I’m not replying clearly or answering the wrong questions, feel free to ask for clarification. 1. I’m using the UCP mod in this playthrough. There’s a link to it in the video description, and adds a bit (I think) to the game that is needed. 2. If the research anomalies are beakers, I typically leave those alone in case of emergencies. They’re what I call “flat research” of 1000-1500 RP, and can be helpful if you need to research something in a hurry.
Underground entrances are part of Below and Beyond. Far as I can tell, each map has one entrance in a fixed location (this map is on the “south” plateau and the other one in a random location.
I agree about your chosen reward for Research Cooperation. One RC transport is worth 200 million, while the resources are worth $570 million (the electronics alone are worth $300 million) and the probes cost $500 million after Adaptive Probes is researched, but no one playing on the hardest difficulty would buy 10 orbital probes, ever. As a little bonus, Research Cooperation fits more resources into the single supply pod than you can order yourself, at a total weight of 12,000 kg. Finally, by the time the research cooperation story bit comes up, I’ll probably have ordered the only RC transport I need. I like to order it right away on sol 1 in a supply pod, though if I were determined to do so, I could get two rockets to Earth before Sol 20.
Following on that, whether you have time to send two rockets to Earth before inflation hits depends on if you’re playing with rival colonies, and how aggressive your rivals are about scanning planetary anomalies. Around Sol 10 or 11, you’ll discover the first round of planetary anomalies, and none of them will require specialists, so whether you produce enough fuel to send a rocket to Earth again once you have colonists depends on the weather, how aggressive rival colonies are going to be, and how much fuel you can manufacture. As Paradox, I bring two vaporators and two fuel refineries, but things can still go wrong. An electrostatic dust storm will blow up any fuel you leave sitting around, for example. A cold wave can make you decide it’s not worth making all that fuel over buying supply pods instead. I love this game so much!
If you want to excel at this game, before even landing, plan and place down your buildings, and then turn them off. Place your concrete extractors, first dome, solar farm, cables etc. Make sure your first priority is fuel, to launch and get the reward. All those science boosts are crucial.
Nice to see somebody doing this, strangely few quality LPs of this that explain what's going on.
As a former Dyson Sphere player, subscribed!
Hi, can i request that if you really want to do a hard mode playthrough, you should do it in a seed you have never played. that would be real hard mode as you dont know where the resources, anomalies and breakthrough techs are.
just a thought.
Love your channel tho.. will binge this playthrogh!! :)
Just hit random location a bunch of times and go from there? I'd be up for that.
(Obvious I would disable the Omega Unlocks All mod for your idea.)
@@SteveTAGamer Would love to see that playthrough!!
Hi! Just want to say how much of a great narrator you are. I've had this game for some time, and I love watching playthroughs . Keep up the great work. 👍
This is a great LP, thank you for that and keep going!
Going to enjoy this series especially with the new dlc. I don't mind at all if it's slow play
This is among the nicest comments I’ve gotten lately. Thank you.
I just want to say that the Dyson Sphere Program game is one of my favorite of all time!! Ill have to go back and watch your series on it (:
This is fantastic, I love the commentary on and off the game!
Damn, got my view with the 5% clickbait, i hate it but respect the hussle at the same time^^
I expected you to pop those two other surface beakers before you went underground. That would have given you drone swarm, and possibly the underground elevator tech. Edit: But Outsourcing made up for it.
This map requires a lot of balancing and triage.
here we go again! :D
And… now I’ve got Ok Go stuck in my head again.
Great to see the recent boom to your channel, congratulations! As a fellow creator myself I know the difficulties of putting hours into content that generates little views ha.
With the deep scanning remark, I see where you're coming from but I don't think the overground and underground maps line up. Most notable for where the elevators end up. Also do we know how far underground the tunnels are? Also I've tried using the elevator before myself for oxygen and water but it doesn't seem to work? Hooked up a dome and there was a lack of resources, could have been a bug though.
Congratulations on the 2k subs!
i wish my dad talked about me like you do your copilot lol
(Sending virtual hug)
and awaaay we go again =^_^=
2 questions if you dont mind and if you read it:
1. which dlc brings in the "extends" to the research?
2. and at the first 10 min you have 2 more anomalys and your explorer just sitting there, doing nothing. Thats annoying me :D
I’m gonna take a swing at responding to your questions without fully rewatching the video. If I’m not replying clearly or answering the wrong questions, feel free to ask for clarification.
1. I’m using the UCP mod in this playthrough. There’s a link to it in the video description, and adds a bit (I think) to the game that is needed.
2. If the research anomalies are beakers, I typically leave those alone in case of emergencies. They’re what I call “flat research” of 1000-1500 RP, and can be helpful if you need to research something in a hurry.
Wait, how are you able to queue 20 sectors for scan?
I have several mods active for this playthrough. Links to each are in the description for the video.
how does RFW increase difficulty?
I don't have the underground entrance like you have in the video. I guess this is a random thing?
Underground entrances are part of Below and Beyond. Far as I can tell, each map has one entrance in a fixed location (this map is on the “south” plateau and the other one in a random location.