T O P

Not much to see, but this was my base the moment before I completely gave up on this run. Had a crashed ship with a dozen mechs and psychic drone, a large raid of 30+ from 3 directions, and one of my key colonists just gave up and left. All within the same day. I just had to plant that damn tree...

Not much to see, but this was my base the moment before I completely gave up on this run. Had a crashed ship with a dozen mechs and psychic drone, a large raid of 30+ from 3 directions, and one of my key colonists just gave up and left. All within the same day. I just had to plant that damn tree...

dyx03

Why did you abandon it? 30 raiders vs about 15 colonists is hardly a challenging raid (unless it's the Blue Moon Corp) and neither are a dozen mechs. Especially giben one of the 3 groups should run into the mechs, no? Keep in mind you only have to kill half of any group and the rest will flee - completely negating the threat, unless you use run & gun. Which makes this type of raid easier than single large ones. Especially given that one group might arrive before the other... so you're only going to face 10 raiders at once if you break them before the next group arrives. So, a simple trap corridor is enough to nearly finish off those threats.


theTitaniumTurt1e

They attacked me at the same time from opposite sides and only 4 of the raiders crossed with the mechs, so I got sandwhiched between them and just kicked in the teeth. The raiders hit me first from the north, so I took most of them out, but then the mechs got me from the other side and my melee guys were too mixed up with the raiders to shift. I had expected all of them to attack from the north entrance, because they always calculate that as the best route, but I think a non violent colonist went through the gate on the east side and they followed him in. I got wiped and then did a reload, but the save was right as the attack started, so not much different I could do differently. I basically called GG because if I had to go back to a small handful of survivors I might as well start a new game.


dyx03

That's too bad. Yeah, I get the starting over since I hate losing starting colonists. I like the way you've placed your turrets like it's a well armed base. I'm generally always amazed at how shit turrets are though and how good trap corridors, although I don't like those from an RP and asthetics perspective. That said, perhaps a good idea to build one next time.


theTitaniumTurt1e

Yeah, I'm not a huge fan of kill boxes, or at least ones that just take advantage of the games mechanics too unrealistically. I feel like the roleplaying aspect of bunkers is more fun and challenging. I kind of imagined this base with a bit of a mideival castle aesthetic, but since I couldn't build towers I put a bunker on either side of each gate. I have a windows mod that functions much like embrasures, and vanilla expanded security module for better turrets and things like spotlights and other such things. The "gates" are just 3 doors side by side. I place the turrets in the center of the bunker and then usually place my colonists up against the windows. I usually keep a few melee colonists at the gate and then open 1 door to funnel attacks through to them. I was concerned when I first designed it that way that damaged turrets would kill all the colonists in the bunker, but the colonists being in front actually absorb most of the damage that makes it through the windows.


Eastern-Perception98

Nice looking colony 😎


Eastern-Perception98

Nice looking colony 😎 Some advice though: - be careful about building wealth before you can handle what’s coming for you - try to set up a real 1 tile choke point and defenses you can shoot from- killboxes save lives! - use heavy SMGs for all pawns except a few tough/brawlers for melee. I typically don’t even bother with assault rifles and jump to charge rifles for the best 15+ shooters only - focus on better armor- dusters and flak vests at first then recon and better for melee - not sure but I do not see mortars? You must have some as soon as possible to draw out mechs and destroy that ship All the best for the next run !


theTitaniumTurt1e

I actually hadn't been getting too much to this point. The map was running low on components, so I couldn't build many more advanced items, and there was absolutely no plasteel anywhere to be seen up to this point, which means I was stuck at lower tech for the most part. I was hoping to get some from the mechanoids, but that was a disaster. I did have 2 mortars in storage because I was also in the middle of changing around some of my defenses. The mechanoids attacked from a different direction as the raiders, but the raiders attacked right when I tried to shell the mechs that had been snoozing for a day. I had hoped they would run into each other, but only the smallest of the 3 groups crossed their path to the east and the other 2 groups attacked from the north. It would have been alright with a few losses probably except I was basically getting pincered between the 2 and told myself I was gonna try to avoid reloading a million times. The actual battle left me with nothing so I did a reload and ended up much the same. I have had a few new mods I wanted to try anyway so I figured this was a good place to call it. The only thing I can think of that would have made a difference to my wealth was that I had just planted the gauranlen tree. This was my first ideology run, so hadn't done that yet.


Sporadicc

To keep wealth down try keep your meals etc on storage to a minimum, they add loads of wealth :) plus equipment can add a lot of wealth as the sell value is only like 20% of the actual value so it's a bit decievin g just keep all you stock of items as low as possible really :) Also smoothed floors and walls are like three times more expensive for wealth than something like limestone and can't be unsmoothed to reduce the wealth. If you can having no flooring keeps wealth down a lot. Or use the lowest value flooring you are happy with. Every little bit adds up a lot so if your not cheesing with killboxes it can get a bit out of hand :p


theTitaniumTurt1e

That's good to know. I used to play on colder areas more often so I would spend the growing season stocking the freezer for winter, but but with ideology it has been way easier to maintain food. I haven't even needed to resort to cannibalism at any point. I suppose I really don't need as big a freezer then. I'll probably stick with smoothed floors because I just kind of hate most of the floors. I actually like just simple cement floors for a lot, but ironically they decrease beauty.


Eastern-Perception98

Yeah plasteel can really become a bottleneck. On some maps I resort to buying it from traders and beelining to deep drilling. That’s where managing wealth is critical as all of this takes time and you want to avoid getting too many tough raids early. If you look at how players deal with high difficulty runs they have extremely basic stuff fir the longest time. I am thinking for example of Adam vs. Everything in his current colony on YouTube: he has like 15 pawns all living in barracks with dirt soil with flowers to have an impressive barracks without building up wealth. I personally don’t have that patience as I like my colonies to look better, nor quite frankly the skills he has, but that’s a good indication.


theTitaniumTurt1e

Yeah, I get too invested in the roleplaying of the game and prefer to avoid using too many of the loopholes in the game mechanics. I try to avoid kill boxes, or at least make them in a way that seems realistic and doesn't just exploit the gameplay. The vanilla expanded security module really helps with that a lot luckily.


Eastern-Perception98

I think killboxes make sense- as any medieval castle demonstrates having a single entry point with defensive structures around it from which you can shoot at assailants while protected is nothing new. And 1.3 was good in that more frequent breach raids make you far less reliant on the one defense mechanic. So I set up a good killbox for human raids but don’t overengineer it as most end game real threats are mech breachers.


crustacean_princess

What mod is that that shows the weapon below each palm? Thanks 😁


theTitaniumTurt1e

I think it's actually just called "Show colonist weapon" or something similar. They already show normally when colonists are drafted, but I think it helps with organization and remembering if I need to change someone's weapon or if they haven't picked it back up after being downed.


RevolutionaryAct1785

Why not just move out and settle a new spot ?


theTitaniumTurt1e

Not enough time my save is for the moment just before the attack and the autosave is almost 2 days before that I don't want to roll back. I had also already been considering starting over now that I understand ideology a bit better, and found a few new mods I really wanted to add. Not enough to make me just stop outright, but gettting kicked in the face by the game seemed like a good sign to just pull the plug.