Breakthroughs you absolutely need to have...

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Kadera

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I have to say, one of my favorites is Extractor AI. Soon as it happens, you can mine anywhere. Just gotta get it back home, which shuttles do handily enough if at range.

It's stupid easy then: 2 Sterlings or Wind Turbines, one Drone Hub, a few short cables, and an extractor and you're set. Install storage depots and dump sites to keep things tidy. Want more extractors? Just pair 'em up with one additional power generator each. Then either set up carrier RC routes or have a shuttle hub to haul the loot home, and to haul out replacement parts.
 

Pointyearedgit

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Automation breakthroughts certainly make your life much, much easier. Factories are VERY HR hungry, so anything that helps with that is a godsend.
Autonomous hubs is really, really helpful because one of your drone hubs crashing can lead to a very ugly situation very quickly. Also - early on not having to pay maintenance for them is big. It is why Inventor is my favorite profile.
But I don't feel that there are any that are strictly required.

There are much worse stuff. The breakthrough that lets you sent spires pre-built from earth is pure filler.

Early prefab spires are incredible, they do not require any of the technologies (just like other prefabs, you can put up network nodes in sol 20!), require no resources like concrete (not every map is swimming in concrete), and can be built very fast anywhere saving a lot of drone time. It's only 'bad' if you happened to pick oligarch, as the arcology tech is suddenly a lot less valuable, or decided to research advanced spires early.

I enjoy inventor as well, especially because it lets you place drone hubs only considering charge efficiency and coverage, stick 'em by your rocket landings and extractors with not a care in the world about your valuable electronics stockpile.
 

DominusNovus

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At some point in the near future, somebody is going to have to figure out how to read the save files so we can just start up a run, see what breakthroughs we're due for, and savescum until we get a loadout we like. I will feel no shame.
 

starkaos

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Could always create a custom sponsor mod with the Breakthroughs you want. The only reason to go for the standard sponsors is for the Do X by Sol 100 for Faction Y achievements.
 

Darkstar616

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Could always create a custom sponsor mod with the Breakthroughs you want. The only reason to go for the standard sponsors is for the Do X by Sol 100 for Faction Y achievements.

Lua editing is frustrating though. I'd prefer to stick with mods til the devs fix modding. Sick of trying to search out information that should already be in the documentation.
 

Ramidel

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That's not what makes it epic though. What makes it epic is that you get INCREASED OUTPUT WITH NO WORKFORCE. It's like a double tap.

Triple tap with Superconducting Computing. Have all those fusion reactors pump out sweet, sweet copyrights (especially if your tech tree has cheap copyrights). Use said copyrights to fund more reactors.

This is what we call perpetual motion.
 

draqsko

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Triple tap with Superconducting Computing. Have all those fusion reactors pump out sweet, sweet copyrights (especially if your tech tree has cheap copyrights). Use said copyrights to fund more reactors.

This is what we call perpetual motion.

My MP is at 4500, can't remember what the other was but that breakthrough is the only thing making those techs worth anything at that cost.
 

KDubya

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My first game had extractor AI as my 2nd breakthrough tech and I had it researched before I brought over colonists. It made dome location purely dependent on flat ground as all mining was now remotely accomplished.

Second game so far hasn't gotten extractor AI so now I need to plan my domes around access to minerals. This makes it much more challenging and much more fun.

Maybe we can get a game setting of a mod that blocks some of the most egregious offenders or at least pushes them down the list towards the end rather than the beginning.
 

DominusNovus

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Maybe we can get a game setting of a mod that blocks some of the most egregious offenders or at least pushes them down the list towards the end rather than the beginning.

Shun the non-believer.
 

Wandering Sentinel

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Service AI, Eternal Fusion, Autonomous Hubs, and believe it or not, Nocturnal Adaptation for me. If I get the first three I'm usually happy with my situation. If I get Neural Empathy and Genetic Selection (or whatever it's called) it becomes a serious game-changer since it makes empaths more likely and each one gives a +5 boost to average performance at every workplace, meaning a 5% boost in efficiency per empath in a dome. Nano Refinement is also a decent choice, but I generally prefer getting one of the "Core Resource" breakthroughs since you'll usually get bored by the time you deplete the deposits the techs reveal.
 

Makto

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This is the reason I built the "Commander Profile A.I. Engineer" mod. It starts the games with the following Breakthrough techs already discovered: AI Extractors, Superior Pipes and Cables, Super Conducting computing. And I just grant Autonomous Hubs and Sensors from the start. I find that for my play style I always wanted these techs available to me.
 

Shadeseraph

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Actually, the only one I want to get again is the oval dome tech. It's the only one that actually adds a new visual feature but is so damn rare... I might end just modding it in somehow.
 

_mattdm_

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I for one really dislike the total randomness of the breakthroughs. The game isn't particularly hard if you don't roll the great ones, it's just kinda meh, especially if you are familiar with all the breakthroughs and know how certain ones could have made your current playthrough more interesting or at least made things more convenient. On the other hand if you're really lucky, the game can get significantly easier really fast even on higher difficulties (and trivial on lower).

I for one enjoy the randomness and variety — including the "game breaking" ones. It makes each playthrough different and varied in an interesting and fun way.