Deadlock:Planetary Conquest Guide
Posted: Mon Jul 20, 2015 3:51 am
Deadlock is essential a game of colony management. How well you manage your colony will dictate your success. There are five basic areas you need to successfully manage: Military, Economy, Research, Resources & Workforce. All are interconnected, and sometimes tradeoffs need to be made, so making a good balance is key. It's also extremely important how you play your initial 10-20 turns, getting off to a bad start can be absolutely crippling.
Population Growth
Population grows according to the following formula: (2 - population/max population)*(territorial rate)
If Chch't multiply by 1.5, all rates are rounded down
Territorial rates:
Plains: 6%
Forest: 5%
Swamp: 2.5%
Mountains: 2.5%
The formula shows the importance of building your housing early. For example you start off with 400 colonist and 500 available housing. If you build an apartment complex in turn 1, you will have a pop cap of 1500, if you neglect housing all together, you will have a pop cap of 500. On a plains your growth rates would be as follows:
(2-400/1500)*6=10.4 rounded down to 10% or (2-400/500)*6=7.2 rounded down to 7%
Taxes
(Square root of population)*(tax rate)*(racial adjustment)
Double rate if there is a city center, round down the square root
0% = No taxes
40% = Minimal taxes
75% = Light taxes
100% = Moderate taxes
125% = Heavy taxes
150% = Oppressive taxes
70% = ChCh't
75% = Cyth
80% = Uva Mosk
100% = Maug, Re'Lu, Tarth, "No abilities"
125% = Human, "All have best"
Territory Types
Plains:
These produce the most food and have the highest population growth rate, but weak at producing other resources. Your first territory should generally be a plain for extra population growth and to produce additional food for other territories. This is also a good territory to produce works of art in. A good strategy is to move colonist from plains to lower growth territories (especially mountains & swamps)
Forest:
They produce the most Wood & Endurium and are second in production of everything else, including population growth. You can generally satisfy all your wood needs from one good hydroponic farm in a woods. These territories can be ideal for military production , as you can produce your Endurium for your units as well as make enough power to maintain a few factories and a tech labs for electronics.
Mountains: These areas are only good for their steel and sometimes enduriun production. You should generally have a few factories in the territories with your mines for metal processing or unit production.
Swamps: These territories make a lot of energy and very little of anything else. They do have one big advantage. You can place you power hungry building in these territories. They are excellent when used to produce technology and trade, as tech labs and higher level factories take gobs of power. This is where the bulk of you tech and trade should come from.
Getting Started
How you start the game is extremely important to your success. When choosing a landing site, start in a plains (especially if you don't select fast production) as you will need the excess food & population production. Look for a plains that borders a mountain and a swamp, and a forest if possible. Once you land check all bordering territories for shrines (these are free tech labs/cultural centers) Your second territory should either be a mountain, a forest or have a shrine in it. Immediately build a University & an apartment complex. You'll have enough food & energy to get you by for now.
Turn Two - Build an apartment complex in your second territory, followed by a mine. Start teching
Early Tech Path
I'm not giving a set in stone tech path, as you may need to improvise, but this path or a similar one will work in most cases.
Nuclear Fusion, Synthetic Fertilizer, Electronics, Chaos Computer, Metallurgy, Automation, Hoverway, Molecular Bonding & Fusion Canon.
This path gives you all the level two buildings as well as two important resource (electronics & Steel) and cheaper transportation costs and a strong early military unit, the fusion cannon.
You want to avoid level one building as much as possible, as they produce little, take a lot of workers and take up a lot of space.
The idea of the early game is to defend yourself from attacks while setting yourself up for the victory.
How you will manage your 5 basic areas in the early game
Military: Just enough to defend yourself from attack
Economy: You need enough money to keep expanding and building up territories
Research: you want to quickly get through the first 8 techs, and continue to out tech the AI
Resources: Enough to build new buildings and get those second level buildings up ASAP
Workforce: Want to grow your labor force, but put your workers where they will best help you
Population Growth
Population grows according to the following formula: (2 - population/max population)*(territorial rate)
If Chch't multiply by 1.5, all rates are rounded down
Territorial rates:
Plains: 6%
Forest: 5%
Swamp: 2.5%
Mountains: 2.5%
The formula shows the importance of building your housing early. For example you start off with 400 colonist and 500 available housing. If you build an apartment complex in turn 1, you will have a pop cap of 1500, if you neglect housing all together, you will have a pop cap of 500. On a plains your growth rates would be as follows:
(2-400/1500)*6=10.4 rounded down to 10% or (2-400/500)*6=7.2 rounded down to 7%
Taxes
(Square root of population)*(tax rate)*(racial adjustment)
Double rate if there is a city center, round down the square root
0% = No taxes
40% = Minimal taxes
75% = Light taxes
100% = Moderate taxes
125% = Heavy taxes
150% = Oppressive taxes
70% = ChCh't
75% = Cyth
80% = Uva Mosk
100% = Maug, Re'Lu, Tarth, "No abilities"
125% = Human, "All have best"
Territory Types
Plains:
These produce the most food and have the highest population growth rate, but weak at producing other resources. Your first territory should generally be a plain for extra population growth and to produce additional food for other territories. This is also a good territory to produce works of art in. A good strategy is to move colonist from plains to lower growth territories (especially mountains & swamps)
Forest:
They produce the most Wood & Endurium and are second in production of everything else, including population growth. You can generally satisfy all your wood needs from one good hydroponic farm in a woods. These territories can be ideal for military production , as you can produce your Endurium for your units as well as make enough power to maintain a few factories and a tech labs for electronics.
Mountains: These areas are only good for their steel and sometimes enduriun production. You should generally have a few factories in the territories with your mines for metal processing or unit production.
Swamps: These territories make a lot of energy and very little of anything else. They do have one big advantage. You can place you power hungry building in these territories. They are excellent when used to produce technology and trade, as tech labs and higher level factories take gobs of power. This is where the bulk of you tech and trade should come from.
Getting Started
How you start the game is extremely important to your success. When choosing a landing site, start in a plains (especially if you don't select fast production) as you will need the excess food & population production. Look for a plains that borders a mountain and a swamp, and a forest if possible. Once you land check all bordering territories for shrines (these are free tech labs/cultural centers) Your second territory should either be a mountain, a forest or have a shrine in it. Immediately build a University & an apartment complex. You'll have enough food & energy to get you by for now.
Turn Two - Build an apartment complex in your second territory, followed by a mine. Start teching
Early Tech Path
I'm not giving a set in stone tech path, as you may need to improvise, but this path or a similar one will work in most cases.
Nuclear Fusion, Synthetic Fertilizer, Electronics, Chaos Computer, Metallurgy, Automation, Hoverway, Molecular Bonding & Fusion Canon.
This path gives you all the level two buildings as well as two important resource (electronics & Steel) and cheaper transportation costs and a strong early military unit, the fusion cannon.
You want to avoid level one building as much as possible, as they produce little, take a lot of workers and take up a lot of space.
The idea of the early game is to defend yourself from attacks while setting yourself up for the victory.
How you will manage your 5 basic areas in the early game
Military: Just enough to defend yourself from attack
Economy: You need enough money to keep expanding and building up territories
Research: you want to quickly get through the first 8 techs, and continue to out tech the AI
Resources: Enough to build new buildings and get those second level buildings up ASAP
Workforce: Want to grow your labor force, but put your workers where they will best help you