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Shuttle hub surviving mars wiki
Shuttle hub surviving mars wiki




shuttle hub surviving mars wiki

Often my colony is largely centered around research so this is kind of like +25% to the entire point of my colony. Varies in usefulness but can be pretty handy if got early enough. It's great but the lack of early game benefit means it's not great-great.Ĭryo-sleep. Rapid Sleep and Good Vibrations: 5 extra sanity when resting, yes please! This mainly just saves on infirmaries but anything that allows more abuse and less medical care is welcome.Įternal Fusion. Considering buying a new rocket costs 3 bil it's not bad eh? Plasma Rockets - Many sponsors are rocket limited and this breakthrough is kind of like having twice as many rockets. The only thing not to like is that it doesn't give early advantage. It's like a printing press for money, maybe it's even OMG YES PLEASE tier, though hard sponsors can have trouble transporting the rare metals to turn into funds and some sponsors don't really need it.Īutonomous Hubs - I normally use mainly RC Commanders for so long as hub maintenance actually matters, but Hubs are cheaper and this makes them a lot better.įorever Young - gets more productivity in all regards out of every colonist delivered to Mars or bred on Mars. By the next work shift they're all healed up and good to go)Įxtractor AI - there's no denying the power of this breakthrough. (if anyone doubts the power of this breakthrough, colonists only suffer sanity penalties when their work shift ENDS.

shuttle hub surviving mars wiki shuttle hub surviving mars wiki

From this moment forward everyone shall be doing Heavy Workload, Night Shift and Outdome Work and the medical budget is slashed by 75%. Safe Mode - May I have your attention please. Vector Pump - Vaporators can often be the main constraint on expansion, and this greatly improves them.

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In the early game Heavy Workload tends to be about a +30% productivity bonus (though can be much higher), in the late game about a +15% bonus, Sustained Workload turns this into a +60% and +30% bonus respectively, which is holy shit good and I don't think any other breakthrough gives as much free stuff.įrictionless Composites and Hypersensitive Photovoltaics - I love getting more value out of something I'm getting anyway. Sustained Workload - I use Heavy Workload pretty much everywhere, so this breakthrough is literally just free stuff. For the most part I classify breakthroughs which give free stuff with no strings attached highly, and breakthroughs that require massively expensive investment for dubious benefits lowly. Literally changes the way you play the game.Ĥ: Great - Disaster mitigation, new resources, unique domes, colonist performance bonusesģ: Good - water/advanced resource saving, power boosts, miscellanious colonist bonusesĢ: Nice - metal/concrete/food saving, rocketry bonuses, colonist protectionġ: Meh - Most standard research options would be better than these.įor hard game modes, this is roughly how I classify breakthroughs. Perhaps some interesting discussion about the breakthroughs may result too.ĥ: Game-Changing - Better than any wonder. This list is only my opinion, but hopefully some of you out there will find it helpful too. To help me sort through the map spreadsheet that was recently posted, I decided to compile a list of breakthroughs, rated 1 to 5.






Shuttle hub surviving mars wiki