I think the production rate 4.8/min for this building is too low for LIS normal play without any sub colony support. Early period of growth is hard to get alien artifacts and dig site prod is low making alu generators a costly building and not cost effective as the alu generated is too low. I think it should be at least doubled or even tripled for the difficulty and time spent getting one.
it has its sent that some resources produce slowlyer. It would take away the small challenge the game has
Its me Lego.
I agree with Ottoich, the alu, uranium, artifact and microchip bottleneck is an important part of the game because it's where most of the difficulty in the game lies. Once you pass that stage, you'll have plenty of everything and you will be able to build much bigger things. It just takes ALOT of time to build up the resources to build the structures you need to produce tons of each resource. No matter what way you look at it, if you can't get a huge supply of each resource from gbt or your cw leader, your colony will have to be running for as much as an entire day to build up enough of each resource to pass the bottleneck.
My advice to you is to run the game for an hour or two by itself with autosave turned off in case you come back to a dead colony. While waiting, you could do things around the house, eat, watch TV, or play another game. If your colony is still alive when you come back, you will have a good amount of alu, chips, gold, arts, and ura built up that you can use to build a bunch of things. If it is dead, you can just start from your last save, which would be when you left it alone.
Even if you only have 1 or 2 alum gens or dig sites, what they make will store up over that hour or two and you'll have a good amount. Then take those resources and build more alu gens, dig sites, alien chip factories, and ura enrichment plants. Keep doing this until you get past the bottleneck. You want to build at least enough to get 1,000 alu every 15 seconds, which would take slightly more than 800 gens. It seems like a lot now, but if you follow my advice and leave the game idle for a time(make sure your colony is stabilized food, entertainment, and water wise), you won't be wasting time adding a building or two every 5-10 minutes as you sit there and stare at the resource indicators bored out of your mind. Use that time for something productive while you wait. By the way, some people have an upwards of 5-10k alu gens, you just have to be patient and stick it out until you get a really good production going.
Well may be an upgraded version of it, I don't know how much i have (may be 1000? 2000?) but it still produces nothing or nearly nothing.
edit : around 1600 actually
https://www.my-colony.com/colonies/dNDgEef6/
https://www.my-colony.com/colonies/4GLdZllJ/
Amorphus said:I agree with Ottoich, the alu, uranium, artifact and microchip bottleneck is an important part of the game because it's where most of the difficulty in the game lies. Once you pass that stage, you'll have plenty of everything and you will be able to build much bigger things. It just takes ALOT of time to build up the resources to build the structures you need to produce tons of each resource. No matter what way you look at it, if you can't get a huge supply of each resource from gbt or your cw leader, your colony will have to be running for as much as an entire day to build up enough of each resource to pass the bottleneck.
There are many style of play and this seems to force players to group with others to survive. What if someone prefers to play solo? The current situation do not allow solo play. You need feeder colonies to generate enough money or resources to transfer if you happen to play on a map with not much valuable resource. The trade imbalance skews the global commodity prices when you need to transfer money about.
The gameplay should at least allow people to play solo if that is their choice
Currently the game progression is disjointed with sudden steep hurdles here and there. There should be a gradual progression in terms of resources or technology. Being in beta I expected the imbalance here and there as I know there are many changes.
My advice to you is to run the game for an hour or two by itself with autosave turned off in case you come back to a dead colony. While waiting, you could do things around the house, eat, watch TV, or play another game. If your colony is still alive when you come back, you will have a good amount of alu, chips, gold, arts, and ura built up that you can use to build a bunch of things. If it is dead, you can just start from your last save, which would be when you left it alone.
Even if you only have 1 or 2 alum gens or dig sites, what they make will store up over that hour or two and you'll have a good amount. Then take those resources and build more alu gens, dig sites, alien chip factories, and ura enrichment plants. Keep doing this until you get past the bottleneck. You want to build at least enough to get 1,000 alu every 15 seconds, which would take slightly more than 800 gens. It seems like a lot now, but if you follow my advice and leave the game idle for a time(make sure your colony is stabilized food, entertainment, and water wise), you won't be wasting time adding a building or two every 5-10 minutes as you sit there and stare at the resource indicators bored out of your mind. Use that time for something productive while you wait. By the way, some people have an upwards of 5-10k alu gens, you just have to be patient and stick it out until you get a really good production going.
Thanks for the advice but this kinda makes it an idle game to get around the limitation and I don't suppose that was the original intention. On the PC you can run multiple games if your rig is powerful enough. I've played my share of AAA titles and player interaction is crucial to hold players engaged. The bottleneck I think is a temporary fix to hold players back from being at the end game stage with nothing to do. Maybe it is just me but having 1600 gens is kinda ridiculous as it becomes a spam fest in the end. There should be at least some tech advance that increases yield at the end to keep the game balance. I remembered playing SC2k I was glued to it hours on end and this game should be something similar in a diff setting.
I would have preferred the game locks the hard and brutal game option until a new player has at least played the easy map with tutorial built in and familiarized with the game mechanic. My first game I chose LIS and the options available were hard, hard and brutal I think. Unless the target audience is very niche, most casual gamers would be floundering and giving up.
The hard thing is ur first base then just send ressources to yourself
https://www.my-colony.com/colonies/dNDgEef6/
https://www.my-colony.com/colonies/4GLdZllJ/
once you get good enough even starting a new map in a week you can have all tek a million al and UR .
I know for a fact because I do this alot after a colony is all built up i get board i enjoy building and the time factor may be slightly slow but it could not be speeded up much .
It just takes knowing the game .
heck even a 100 al plants will produce enough to finish a colony quickly enough .
1600 ( which I have built ) brings in al by teh millions along with running 20 big biot plants one intellegance ( research building 20 abmin plants and ten trill plants .
back when the game was newer sending stuff to your self saved time not any more .
I usually leave my colony alone and do other stuff as soon as I am able to build the capitol thingy (still can't quite remember the name but I know what it looks like). I set it on auto-budget just to make sure that the colonists get paid. When I come back, I add more resources then leave it alone again. I do this repeatedly until such time that I have enough resources to exploit. Somehow, I have turned mine into an idle game but this is how I have kept my maps going without getting frustrated on how slow I can get my resources.