Talk:Comet Chaser's base-building guide

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Revision as of 17:53, 17 July 2010 by Max235 (talk | contribs)

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Add to the colony area, The Best Colony Planet, which I will tell you below.

Movement: Slow

Gravity: Normal

Temperature: Temperate

Atmosphere: Terran

Commodities: Space Oats, Silicon, Special Commodities

Ruins: As many as possible


Why?

Movement: If the movement of the planet is too fast, you can have trouble docking into the base.

Gravity: Do you want your people to be flattened like a pancake, or float in mid air? No? Then normal gravity is for you!

Temperature: Temperate is like what we have on earth, as low as negative what ever and as high as over, I think 100, so you don;t have to live on a piece of ice or melt your shoes.

Atmosphere: Do you want to be breathing some random gas, or do you want to breathe nothing? NO! You want to breathe oxygen and some nitrogen :D

Commodities: If you have anything but space oats, silicon, and special commodities on the planet, you can;t make money by using your own or cheap team members commodities to sell to the planet for a high price. Also, silicon is made into microchips, space oats are made to rations which the colony needs and also the base, you can make workers with peasants and microchips, you get peasants from the colony, sell the workers to it! Special commodities cannot be sold to the colony planet so it doesn't matter, just helps your profits at other places.

Ruins do not effect the money you make from the colony, but you can make easy money off of them.

  • The amount of moons orbiting around the planet does not effect anything
  • The sun/star that the planet is orbiting around will only effect where in the galaxy you will find temperate

The guide should have a little cleanup to take into consideration the bug about multiple buildings on colony blueprints is fixed and the new colony commods.

~Max