Name of the file: Terraformers Cheat Codes - Author: DAV |
Cheat Codes: ------------ Submitted by: David K. Project Choices Guide (What Should You Take): --------------------------------------------- Following my Leader appraisal thread, I started to think about whether I could put together a similar one that prioritised the Projects you can take each turn, and ensures the player makes the best choice (for both right now and for future turns). -=Introduction=- Heres my list (highest priority buildings first – you should ALWAYS take these if they appear). However note that certain buildings drop to almost zero priority if you have achieved a certain condition. These will appear in my list as the “Unless” clauses below. -=Note 1=- Obviously, every choice is situational and you very often will have a definite plan in mind which will dictate your choices. Take this just as a casual list of recommendations if you are not sure. -=Note 2=- Always pick something that you can build this turn if you dont already have something to build in your hand, even if that something is sub-optimal. Everything you build helps you snowball in this game. And the earlier you build it the better, and the more value delivered. -=The List=- * Exploration Satellites [Unless: nothing, always take it. Make room in your space projects slots if you have to. Best Project in the game imo]. * Food producer [Unless: you have at least +30 Food per turn]. * Food booster (such as Soil Factory) [Unless: You already have one in your hand or have at least +30 Food per turn, or are absolutely miles away from being able to build it]. * Population building [Unless: you already have one in your hand OR there is currently nowhere decent to put one, so the next thing you plan to build using Food is a new City]. * Science Building affecting Projects (such as Research Centre) [Unless: You are already being offered at least 9 new Projects to chose at least 2 from every turn]. Having more choice in Projects will greatly smooth out your run. A very under-valued card type. * Space Port or Landing Pad [Unless: you already have at least 12-14 Trade Routes]. Special Note: If you currently have a good flow of resources incoming, the priority of this Project goes WAY up, possibly as high as #1, because having the right currency to build what you need asap facilitates everything else you want to achieve. * Luxury Dome: Unconditional Support is fantastic. This is your Get Out of Jail Free card. Your Ace in the hole. No need to play it early, just very strong to have for when you need it. Of course if you are currently Support-starved, this cards priority goes straight to #1 [Unless: You are so well established that you know Support is not being to be an issue ever again in the current run]. * Power building [Unless: you have at least +10 Power per turn or already have one in your hand]. * Robots/Train/Bus Station [Unless: there are zero good Regional Locations nearby that the Robots or Station would allow you to reach immediately]. * Laboratory [Unless you already have at least +10 Science per turn]. * Notice I am very specifically stating Laboratory here, and not any other Science-producing building. This is because this Project is such a quick win and very under-costed for what it does. In short it is a terrific bargain. * Population booster (such as Entertainment Complex) [Unless: You already have one in your hand]. Special Note: If you are currently Support-starved, the priority of this type of Project goes WAY up, possibly to #1. * Win Condition building (such as Oxygen Factory or Bacterial Spreader). * Anything else. Beginners Guide: ---------------- Dont panic. This game has a steep learning curve. I havent by any means finished it, but after some cursing at the RNG god i have found a few tips i wish someone had told me when i first started. So here goes. * Dont try to stay in the positives in the support per turn. You dont need those entertainment buildings when you only have one choice of card and you can get something you can use right now, like an energy building early game. * Build many cities, dont try to develop your cities too much. This is crucial, and sometimes it makes more sense to build a new city even if you hold a juicy building that will raise the population of your existing city (side note: robots are your friends: You can drop down a new city and throw some robot buildings and have instant access to new locations. * Food is king. You need food for population, and you need population for support. So build lots of farms and do it the smart way. Position your farms so that a farm boosting building will benefit the most. Place farms only on rich soil (duh). * Exploring smartly. How you explore is crucial to your success. You should understand the priorities while exploring. Rover exploration stations and exploration satelites are very much worth their money. A simple rule is the rule of what can i do right now. To give an example lets say you can explore several locations, and you can get some happiness, some research, some titanium or some water. Take a look at the cards in your hand, at the map and at your space projects. Are you early in the game and you hold a card that needs titanium that could give you 3 robots but you cant afford it yet? Better explore where you see the titanium icon. Are you some research away from putting down a bacteria spreader? Better get that research. Are you mid game and one revealed location from unlocking building a city witch you can afford? Go for that location. * It is called terraformers for a reason. To advance, you need to start early on raising the terraform parameters. Even when you are playing with different winning goals, you have to put down life and have water, temperature, oxygen, atmosphere. If you dont start early on bacteria, heat and oxygen you have no chance in the long run. -=Remember=- If you only make the most efficient moves, your progress is going to be slow. Good reasons to start building up a new city when your existing city isnt finished include: * Managing exploration costs. * Obtaining access to new resources and/or resource types. * Managing the support cost of sprawl. * Getting access to a different climate zone for a lifeform spreader. * Having access to a new city map and therefore a fresh set of adjacency bonuses. |