
Usually there is at least one consistent resource the colony can never get enough of - you want to make sure you produce a lot of it if you can. Every time a good is supplied, more will be asked for. The colony will have four options for what to supply. Some colonies build what they want and they just look for materials and cash from you. Naturally, it is not ideal to have the colony build structures that consume things you do not procude, but at least you still get a share in the colony - sometimes you will have to do that to win. If you have the colony build something that consumes resources your opponents cannot produce or do not produce effectively, (they may not have the engineers) that will be to your advantage because it will drive the price up. If you get the colony to build a bunch of buildings that consume resources that you produce, you better sustain your long term growth.

This gives you an opportunity to develop a strategy. Some colonies let you choose what gets built next. For population to grow, there must be both an available workplace and residence.When it reaches its maximum size, every new share you buy directly lowers your opponents future income and increases your own. Colony income is generated based on population. After that, you have to buy shares directly for cash. Each colony has a maximum number of structures it can build. The more built the colony is, the more money there is to divide among shareholders, but each additional structure costs more than the last, so its better to buy sooner than later. Every share you purchase entitles you to a portion of the colony's income on future missions. The player with the most shares at the end of the mission wins the special bonus. Every building you produce gains you a share in the colony. In alternating missions you will do this by supplying the goods and paying for the construction of a specific building or supplying a specific amount of a type of good requested by the colony. Your goal is not to buy out your competitors. Random events will sometimes occur between mission asking you to choose between new perks or giving you the option to "upgrade" an engineer. You will also have the opportunity to permanently purchase access to certain patents and other perks, like minimum mining or black market items. Hiring any of these on to your team permanently is very expensive. The pleasure dome is treated like a resource generating building. Instead, for each additional engineer, you can have one more of that type of building. Patent lab, hacker arracy, optimization center, and offworld markets do not increase productivity by having more engineers. If you pick up a couple new steel engineers, and don't have any new metal mine engineers, you will probably need an extra metal mine to keep up with your higher capacity steel mills. If you have enough engineers that you are producing at 3x the rate they do in a skirmish, they will also consume 3x resources than they would in a skirmish. More engineers do not make production buildings more efficient.

By the end of a 10 mission campaign you may have buildings that can produce three times what they do in a skirmish, depending on the choices you make. With one engineer you get 50% of the production as in a skirmish. Do look for every opportunity to make what your company is best at.Įngineers grant access to new buildings and increase production in resource producing buildings. Don't try to dominate something your company is barely competent at producing. This is your opporunity to take your company from crippled being good at a couple things to highly specialized in a couple things and at least self sustaining in others. Unless you have a good, mission specific reason you should always aim to hire an engineer outright rather than only contracting for that mission. Your starting money depends on how long a campaing you chose. For instance, if you have at least two windmill engineers you may want to pick the colony that has dust storms but if you have solar panels instead that might not be the best idea.Īfter you pick the colony, you will be prompted to hire engineers. Try to use this to your advantage and avoid putting yourself at a disadvantage. There also might be variations like having dust storms the entire mission or a strike cutting production of some type of building by half.
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Once you choose a CEO, its time to figure out where you want your first mission to be and what engineers you want to hire.Įach mission you pick will have a theme affecting what the neutral colony buys and produces. Pay attention here because this information will be key to your beginning strategy. You will also be able to see what buildings you will have access to and their level. Each CEO comes with a few perks and most come with a single, specific type of headquarters that you will usually be stuck with for the duration of the campaign.
