other 2 shattered ring sections should be colonizable from the start

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LeoBack

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I would say shattered ring is in bad place right now. It's worst then life seeded.
I think the 2 other sections should count as 2 guaranteed starting planets and colonizable from the start, with the option to repair them.
3 25 size planets can be a strong start so adding lots of shattered rings blocker can be good counter.
 
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I dont think they should be colonizable, but 4th section should be reparable at some point ;/
 
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Incompetent

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Shattered Ring does actually have some niche builds right now, based on the unique Scrap Miner job + Merchants. It's not great, but it isn't a complete failure like Life-Seeded:

 
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I would say shattered ring is in bad place right now. It's worst then life seeded.
I think the 2 other sections should count as 2 guaranteed starting planets and colonizable from the start, with the option to repair them.
3 25 size planets can be a strong start so adding lots of shattered rings blocker can be good counter.
Enslaved scrap miners and mass merchants from the commercial districts.
For maximum cheese go lithoid and mass colonise everything at 50%+.
Ignore everything you normally have to produce and buy almost everything off the market.
Have simpler economy than a hivemind and funnel everything into research and alloys.
Have 12k fleet power at 2225.

After genemodding to desired traits settle a >50% hab to trigger "a new species" for strong and rapid breeders.
Bonus points for doing it on a tomb world for tomb hab.

Shattered ring pretty strong.
 

LeoBack

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Enslaved scrap miners and mass merchants from the commercial districts.
For maximum cheese go lithoid and mass colonise everything at 50%+.
Ignore everything you normally have to produce and buy almost everything off the market.
Have simpler economy than a hivemind and funnel everything into research and alloys.
Have 12k fleet power at 2225.

After genemodding to desired traits settle a >50% hab to trigger "a new species" for strong and rapid breeders.
Bonus points for doing it on a tomb world for tomb hab.

Shattered ring pretty strong.
or you can start with any of guaranteed planet origin and build commercial zones on your fresh colonies from day one. You will have more merchants and pop then shattered ring ever could while getting your origin bonuses on top
 
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or you can start with any of guaranteed planet origin and build commercial zones on your fresh colonies from day one. You will have more merchants and pop then shattered ring ever could while getting your origin bonuses on top
Because the normal start comes with 5 prebuilt commercial districts, which takes no building slots and supplies the consumer goods needed for the open building slots which can then be labs?
On which start do you have the 2k+ minerals needed for that on day 1?

Think just a bit about what you say before you say it.

12k fleetpower by 2225 is your target number.
Do better or move along.
 
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Because the normal start comes with 5 prebuilt commercial districts, which takes no building slots and supplies the consumer goods needed for the open building slots which can then be labs?
On which start do you have the 2k+ minerals needed for that on day 1?

Think just a bit about what you say before you say it.

12k fleetpower by 2225 is your target number.
Do better or move along.

Can you please be a bit more aggressive in your posts? This is a very important matter, and you are far too gentle here ;)
 
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All SR really needs is their guaranteed habitables and normal habitability back. Yeah, SR might be playable if you have rmachines or lithoids, but since neither of them come with Federations they don't count as accepable solutions. You shouldn't have to buy one DLC to make another one playable.
 
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Because the normal start comes with 5 prebuilt commercial districts, which takes no building slots and supplies the consumer goods needed for the open building slots which can then be labs?
On which start do you have the 2k+ minerals needed for that on day 1?

Think just a bit about what you say before you say it.

12k fleetpower by 2225 is your target number.
Do better or move along.
the same start that makes you start with 2 mercantile traditions unlocked on day 1. if you cant get 2 colonies with commercial zone by the time you unlock second traditions maybe you have bigger problems then 12k fleet powers
 
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same start that make you start with 2 mercantile traditons unlocked on day 1. if you cant get 2 colonies with commercial zone by the time you unlock second traditon maybe you have bigger problems then 12k fleet powers
I never claimed there was traditions day 1.

You however claimed "or you can start with any of guaranteed planet origin and build commercial zones on your fresh colonies from day one."
You're using mods. No start has 2 colonies and minerals for commercial zones day 1.

It's a blatant lie and now you're trying to deflect.
 
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I never claimed there was traditions day 1.

You however claimed "or you can start with any of guaranteed planet origin and build commercial zones on your fresh colonies from day one."
You're using mods. No start has 2 colonies and minerals for commercial zones day 1.

It's a blatant lie and now you're trying to deflect.
I, and think most people, read the quoted statement as meaning “early in the game, without any prerequisites beyond the obvious.” I also suspect that was its intended meaning. You read it as an easily falsifiable lie that made no sense. There is a concept called the principal of charity that you might google, it could help you find more constructive discussions.
 
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Because the normal start comes with 5 prebuilt commercial districts, which takes no building slots and supplies the consumer goods needed for the open building slots which can then be labs?
On which start do you have the 2k+ minerals needed for that on day 1?

Think just a bit about what you say before you say it.

12k fleetpower by 2225 is your target number.
Do better or move along.
hey siri, define "competitive planning"!

a behaviour human gamers engage prior to or after a competitive mp game, as a temporary substitute for it and as a means of preparation for the next game
 
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I, and think most people, read the quoted statement as meaning “early in the game, without any prerequisites beyond the obvious.” I also suspect that was its intended meaning. You read it as an easily falsifiable lie that made no sense. There is a concept called the principal of charity that you might google, it could help you find more constructive discussions.
So there's a huge difference between starting with more than 2000 minerals worth of structures already produced?
And between zero extra planets and 2?
Wild.

Well maybe then, there is other things that are different.
Like the snowballing potential off the scrap miners and merchants you'll have access to without 2k minerals and 400 alloys invested?

The OP was arguing in bad faith and comparing a day 1 situation to a 5+ years situation, I simply called it out.
 
Last edited:

majikero

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Sep 28, 2012
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As someone who actually played shattered ring, It's really productive. You get commercial district that gives merchants and mining districts that give alloys. You literally don't need any industrial districts for a long time.