Strategic Sage
Strategic Sage
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Modules & The Green Revolution | Factorio 2.0 Tutorials For New Players | 19
In Factorio 2.0 vanilla, the Green Revolution encapsulates some powerful anti-pollution tools; efficiency modules, accumulators, and electric furnaces. Together they comprise a major strategic advantage the rest of the way.
** Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html
There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing reasonable flexibility, a 30 SPM target and a one-sided shouldered main bus approach.
** Discord - discord.gg/7P44M2Q
** Kofi - Ko-fi.com/strategic_sage
Intro 0:00
Module Synopsis 0:08
Productivity Use Cases 1:31
Pollution Snapshot 2:58
Mining Efficiency 3:17
Accumulators & Batteries 3:30
Electric Furnaces 5:22
Impact Review 5:57
Переглядів: 2 478

Відео

Advanced Oil Processing | Factorio 2.0 Tutorials For New Players | 18
Переглядів 38821 день тому
Before getting to all the chemical-era toys in vanilla Factorio 2.0, we need to get our cracking operation squared away; otherwhise we'll have problems in oil production. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing reasonable flexibility, a 30 SPM tar...
Chemical-Tier Advances | Factorio 2.0 Tutorials For New Players | 17
Переглядів 1,6 тис.Місяць тому
Chemical science in vanilla Factorio 2.0 brings lots of options, none of which are actually required but the key ones are all very helpful for preparing for the endgame. We take an overview of the options. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing r...
Oil & Fluids Basics | Factorio 2.0 Tutorials For New Players | 16
Переглядів 776Місяць тому
Oil is the gateway to vanilla Factorio's midgame, and nothing has caused new players more grief. Many do not get past it, but those who do generally succeed in the rest of the game. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing reasonable flexibility, a...
Permanent & Military Research | Factorio 2.0 Tutorials For New Players | 15
Переглядів 669Місяць тому
The Jumpstart Factory is no more; research is moved to it's permanent location. With this step, we can move into the midgame of Factorio 2.0 Vanilla, and deal with the gorilla that is oil & fluids. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing reasonabl...
Personalized Mall/Hub | Factorio 2.0 Tutorials For New Players | 14
Переглядів 2,1 тис.Місяць тому
The basics should never be overlooked. A successful Factorio 2.0 vanilla factory should have a smooth method of producing materials needed for expansion. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing reasonable flexibility, a 30 SPM target and a one-sid...
Furnaces & Intermediates | Factorio 2.0 Tutorials For New Players | 13
Переглядів 2,3 тис.Місяць тому
The permanent factory's foundation is laid in Factorio 2.0 vanilla. Some crucial decisions are made here, on which the rest of the game will depend. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing reasonable flexibility, a 30 SPM target and a one-sided sh...
Factory Planning | Factorio 2.0 Tutorials For New Players | 12
Переглядів 14 тис.2 місяці тому
The venerable Main Bus. Useful? Boring? Essential? Outdated? Factorio 2.0 vanilla continues with a look at how to plan our transition into a permanent factory. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing reasonable flexibility, a 30 SPM target and a o...
Early Game Attacking | Factorio 2.0 Tutorials For New Players | 11
Переглядів 1,2 тис.2 місяці тому
Conflict between the Engineer and the Nauvians is inevitable. We turn our attention to how to prosecute this struggle in the earlygame of Factorio vanilla 2.0. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing reasonable flexibility, a 30 SPM target and a o...
The Solar Power Question | Factorio 2.0 Tutorials For New Players | 10
Переглядів 11 тис.2 місяці тому
As a long-time proponent of solar power in vanilla Factorio, some of the viewer comments on the Survival & Defense video were worth addressing for this 2.0 guide. I say Solar is good. That's my story and I'm sticking to it. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollu...
Logistics-Tier Advances | Factorio 2.0 Tutorials For New Players | 9
Переглядів 1,2 тис.2 місяці тому
Logistics is the second of the two early-game science tiers in vanilla Factorio 2.0. Steel is prominent here, and we get new more efficient upgrades to furnaces & assemblers, new combat options, and more. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing re...
Designing Complexity | Factorio 2.0 Tutorials For New Players | 8
Переглядів 1,3 тис.2 місяці тому
Automation & Logistics research provide valuable lessons in dealing with principles of designing complex production in Factorio 2.0 vanilla. This completes the Jump Start Factory, though we will add to it. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing r...
Flexible Production | Factorio 2.0 Tutorials For New Players | 7
Переглядів 2,4 тис.2 місяці тому
The Jump Start phase resumes as we get our essentials production relocated and expanded, as well as expanding radar coverage. More inserter types feature as well. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing reasonable flexibility, a 30 SPM target and ...
Survival & Defense | Factorio 2.0 Tutorials For New Players | 6
Переглядів 17 тис.2 місяці тому
In Factorio 2.0, the best defense is an effective offense. This episode explores why building factory defenses is wasteful and unnecessary in vanilla. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing reasonable flexibility, a 30 SPM target and a one-sided ...
Practical Logistics | Factorio 2.0 Tutorials For New Players | 5
Переглядів 3,2 тис.3 місяці тому
Automation isn't worth much without Logistics, so we turn our attention there next in Factorio 2.0. Burner Inserters, Transport Belts, Electric Mining Drills, and Radars feature in this episode. Playlist Start: ua-cam.com/video/orawk8OxxZo/v-deo.html There are many ways to play Factorio; for new players, I'm a proponent of a lean-and-green approach, minimizing pollution, maximizing reasonable f...
Practical Automation | Factorio 2.0 Tutorials For New Players | 4
Переглядів 2,1 тис.3 місяці тому
Practical Automation | Factorio 2.0 Tutorials For New Players | 4
Thinking Like A Factorian | Factorio 2.0 Tutorials For New Players | 3
Переглядів 2,5 тис.3 місяці тому
Thinking Like A Factorian | Factorio 2.0 Tutorials For New Players | 3
Electricity & Early Defense | Factorio 2.0 Tutorials For New Players | 2
Переглядів 1,7 тис.3 місяці тому
Electricity & Early Defense | Factorio 2.0 Tutorials For New Players | 2
Burner Basics | Factorio 2.0 Tutorials For New Players | 1
Переглядів 3,1 тис.3 місяці тому
Burner Basics | Factorio 2.0 Tutorials For New Players | 1
Heart of the Machine Demo: The Humans Weren't Using Them Anyway (10)
Переглядів 5736 місяців тому
Heart of the Machine Demo: The Humans Weren't Using Them Anyway (10)
Heart of the Machine Demo: Interface Updates (9)
Переглядів 3336 місяців тому
Heart of the Machine Demo: Interface Updates (9)
Heart of the Machine Demo: It's Just a Small Nuke ... (8)
Переглядів 4297 місяців тому
Heart of the Machine Demo: It's Just a Small Nuke ... (8)
Creeper World IXE: Breeder Push of War
Переглядів 4697 місяців тому
Creeper World IXE: Breeder Push of War
Heart of the Machine: Where Is All This Going? (7)
Переглядів 5607 місяців тому
Heart of the Machine: Where Is All This Going? (7)
Heart of the Machine Demo - Incredible Bulk: The End of the Beginning (6)
Переглядів 4467 місяців тому
Heart of the Machine Demo - Incredible Bulk: The End of the Beginning (6)
Heart of the Machine Demo: All Your Airspace Are Belong To Me (5)
Переглядів 6897 місяців тому
Heart of the Machine Demo: All Your Airspace Are Belong To Me (5)
Heart of the Machine Demo: Feeding the Human Animals, Part 2 (4)
Переглядів 5898 місяців тому
Heart of the Machine Demo: Feeding the Human Animals, Part 2 (4)
Heart of the Machine Demo: New Androids, Feeding the Human Animals Pt. 1 (3)
Переглядів 8328 місяців тому
Heart of the Machine Demo: New Androids, Feeding the Human Animals Pt. 1 (3)
Heart of the Machine Demo: City-Building When The City's Already Built? (2)
Переглядів 8458 місяців тому
Heart of the Machine Demo: City-Building When The City's Already Built? (2)
Heart Of The Machine Demo - Intro + Prologue
Переглядів 2 тис.8 місяців тому
Heart Of The Machine Demo - Intro Prologue

КОМЕНТАРІ

  • @itsvioneko
    @itsvioneko 14 годин тому

    This is really helpful thank you!

  • @recaplrg3552
    @recaplrg3552 21 годину тому

    I won't do Solar, I rather go on a killing spree than waste resources on thousands of panels just to get a few MW power. Solar is realistically too weak. xD

    • @strategicsage7694
      @strategicsage7694 21 годину тому

      More power to anyone who just likes fighting, but you may be interested in the dedicated video later on solar power specifically. It's definitely not weak at the time it becomes available, and thousands of panels gets you a lot more than a few MW.

  • @cryo-maniac
    @cryo-maniac День тому

    unlocking better solar power could be nice in lategame, what would be nicer is to be able to beam down power from space since solar power gets a huge buff up there

    • @strategicsage7694
      @strategicsage7694 21 годину тому

      Just in case you're not aware, this series does not include Space Age.

  • @__-tp4tm
    @__-tp4tm 3 дні тому

    Damn, didn't know the pylons could tank spores like that

  • @superbgeowl
    @superbgeowl 6 днів тому

    he should have put sprayers in the empty trench 15:24

  • @KeithOlson
    @KeithOlson 9 днів тому

    One *_VITAL_* tool to reduce pollution in the early game is to bank steam and only feed the boilers as needed to maintain a minimum amount of steam. (I push fluid tank and circuit research ASAP.) I group the inserters feeding the boilers and give each group an increasing minimum, connecting all of them to the tank banking steam. Not only does this minimize fuel usage and pollution produced, but it means I can drop down *ALL* of my steam power requirements at once and then completely ignore it, as it will automatically adjust for all load changes as my base size increases. Bliss.

    • @strategicsage7694
      @strategicsage7694 9 днів тому

      Those types of tactics can definitely be effective, but I feel compelled to mention that this is a guide for new players which makes such things way, way, beyond the scope of what I'm going to be using. Circuit network is intentionally limited to basics and kept to a minimum here.

    • @KeithOlson
      @KeithOlson 9 днів тому

      @@strategicsage7694 I hear what you are saying, but it would be a simple way to introduce circuits, as it only requires connecting the inserters to the tank and setting a condition. (Personally, I get a bit fancier, but it isn't necessary.) Trying to get a fully-functional factory running without circuits is a huge ask, so starting with something very simple that has a profound difference seems a good place to start.

    • @strategicsage7694
      @strategicsage7694 8 днів тому

      I think we're going to respectfully disagree here. I just think it's a very bad idea to introduce circuit network to players in the early game. I would sooner not use it at all than do that - note that *isn't* my approach, it's actually the next video which is in process, but just saying that's how opposed I would be to bringing it in that early. I don't think it's a big ask at all to have a fully-functional factory without circuits. There is nothing that requires it, it's not at all difficult to work around not using it. I do think it's good to know about, it's part of the game, and it is marginally useful to learning players (and much more so the more advanced you get), so having an introduction to it is a positive. But it's not something I would ever consider doing before midgame, even if hadn't already gotten past the early parts.

    • @KeithOlson
      @KeithOlson 8 днів тому

      @@strategicsage7694 Fair enough. It's your channel, and you do a good job of explaining, so you do you!

  • @skysoftware4581
    @skysoftware4581 10 днів тому

    Turn based tripe

  • @StealthyDead
    @StealthyDead 10 днів тому

    The main thing that the tutorial and missions up to this point don't explain is that the starter towers that you build generate energy for you based on the green space on the ground. I've played this game 7 hours in the past nad just redownloaded it for a drunk night of fun. I was completely stuck on this as all the mechanics shown before me didn't really work. The miners previously were used primarly for energy production rather than bluite. And I changed them ALL to bluite in order to generate enough AC to cope with the waves, which didn't do NEARLY enough. I was like, "wtf am I missing here? what is going on that I am wrong about?" It turns out from watching your initial placement of towers and your energy production that the green area on the ground that you gain is clearly adding to your energy, which the game does not spell out for you at all. I must have played a previous game in the series prior to playing this the first time, as I had no idea that was a mechanic. No wonder people are searching and finding this video and that it is one of your higher viewed videos even though it's 4 years old. This mechanic is not clearly explained, but it is entirely necessary to completing this level

    • @strategicsage7694
      @strategicsage7694 10 днів тому

      I'm glad you figured it out, but FYI the game does explain that. In text form in the first mission, and there's another one shortly afterwards where it is literally the plot point of most of the map. There's large yellow text permanently on screen telling you that tower energy is offline, and the mission teaches you to use miners for energy instead so the plot device serves that instruction.

  • @creshup
    @creshup 12 днів тому

    3:07 How to tell you have solar panels without telling you have them

  • @MathiasE80
    @MathiasE80 12 днів тому

    Can't believe no one pointed this out yet considering the age of the video. Not a single cannon was fired in this video thanks to having ARMED: OFF, obviously it was doable anyway but they would have sped thing up allowing the mortars to focus on deeper creep rather than bombing what a cannon can take out in a single shot.

    • @strategicsage7694
      @strategicsage7694 12 днів тому

      Not sure whether to be impressed that you noticed, or depressed that I didn't. Seems like a why not both moment

  • @marmoran9493
    @marmoran9493 13 днів тому

    all good until you get nuclear and see that 130kw power difference isnt worth 2 green mods in most buildings

    • @strategicsage7694
      @strategicsage7694 13 днів тому

      The main aim isn't to reduce power consumption. It's to reduce pollution.

  • @NickIN2271
    @NickIN2271 14 днів тому

    I am a teenager and i play this game a lot. ❤ I feel nostalgic because my grandpa used to play it.

  • @DavidSmith-cr7mb
    @DavidSmith-cr7mb 14 днів тому

    we need one of these for all of the qeapons and equips

    • @strategicsage7694
      @strategicsage7694 13 днів тому

      I don't think I understand what you mean, can you be more specific?

  • @ericmyrs
    @ericmyrs 14 днів тому

    Dude, why on gods green earth would you saturate your starter furnace stack to the level of a max belt, when foundries exist? You can't even get the belts before you get the foundry.

    • @strategicsage7694
      @strategicsage7694 14 днів тому

      @@ericmyrs This is vanilla Factorio, not Space Age. There's no foundry.

  • @MagralhoPT
    @MagralhoPT 14 днів тому

    Efficiency?! what is this nonsense!?!?! speed x productivity all the way though!!! no one is stopping this train!!!! Biters be damned! got a problem?! MOAR BULLETS AND FLAMETHROWERS!!! not enough resources? _looks at natives sitting on top of a ore patch_ bipitibopity your ore is NOW MY PROPERTY!

    • @strategicsage7694
      @strategicsage7694 14 днів тому

      As funny as this is, I'll note for anyone else reading it my suggestion is to engage with enemies as little as possible. It's an expensive distraction from the main goal; the factory must grow.

    • @MagralhoPT
      @MagralhoPT 14 днів тому

      @@strategicsage7694 Fully supporting this comment! Also... _looks at biters_ you get a bullet and you get a bullet and you get a bullet...

    • @artyom7891
      @artyom7891 13 днів тому

      @@MagralhoPT and those ones get a nuke...

  • @moeszyslak34
    @moeszyslak34 15 днів тому

    love it =)

  • @willeddy8775
    @willeddy8775 15 днів тому

    Definitely tryjng an efficiency module reliant strategy next time i play, seems like it could be much more stress-free

    • @DavidSmith-cr7mb
      @DavidSmith-cr7mb 15 днів тому

      I design most of my production facilities for the first 40ish hours of my world to be scaleable based on modules and belt throughputs. for instance, my earlygame yellow belt circuits can be scaled within the exact same print to be able to fully and exactly saturate greenbelts using only modules and beacons inserted later in progressio. this allows me to build a base gaged for yellow belts that can be scaled to be able to exactly and efficiently handle greenbelt upgrades later without changing a single building or inserter. just tell bots to upgrade belts and place modules automatically. small caveat to this strategy, you need to rush bots fast, or be ok with manually placing tens of thousands of yellow belts. I got "there is no spoon" using this strategy tho

    • @strategicsage7694
      @strategicsage7694 14 днів тому

      Sounds good; let us know how it goes!

    • @kukuc96
      @kukuc96 14 днів тому

      Especially on space platforms in Space age. Those tend to be power constrained without quality solar panels, or a lot of normal quality ones. Some modules can really cut into that.

  • @Thefreakyfreek
    @Thefreakyfreek 16 днів тому

    Somhow befor i even get anything up the creeper is all over my the place befor i can even get the mines up

    • @strategicsage7694
      @strategicsage7694 16 днів тому

      @@Thefreakyfreek it's all about the build order. The map hasn't been changed; if you use the method in the video, and that could be improved even, it will work

  • @hinkovanderboom9256
    @hinkovanderboom9256 18 днів тому

    I do agree, solar is not that bad. I always use solar until i reach nuclear. It depends on what mod i use how the balance is. IN Space exploration you need extra power. I use solar and accumulators a lot. I have solar/accum fields and supplytrain running. This is before 2.0, have to set up train logistics first to go wild in 2.0

  • @Rynewulf
    @Rynewulf 23 дні тому

    I know it didnt do numbers (this game series and dev studio are deeply underappreciated) but Im greatful you did a series on this

  • @Rynewulf
    @Rynewulf 23 дні тому

    It seems as though at some point a lot of typos like 'Egypti's' were patched out, which is nice. Sadly Clarus Victoria is a very quiet studio, waiting on Egypt:Middle Kingdom

  • @VuldEdone
    @VuldEdone 24 дні тому

    I'm not a Factorio player -- don't ask what I'm doing here -- and so far I could follow the base-building just fine. But here, I don't know what oil will be used for and so those two minutes flew by in a "yeah we're doing that trust me bro it's going somewhere" kinda way. Still feels like I'll be able to hop back on once those pipes get connected to prod', I guess oil is that much of a sharp turn in Factorio.

    • @strategicsage7694
      @strategicsage7694 23 дні тому

      I get what you're saying, but for now we are just cracking it all into petroleum gas so it's all being used. The 'full picture' would require explaining multiple other complex things, and cramming that all into one session would ... be bad IMO. Which I think is a big part of why oil is such a learning cliff for new players. You have to know a *lot* to really set it up well.

    • @Gorre022
      @Gorre022 13 днів тому

      It’s basically a juggling act. You start with 1 ball, and are thrown 3 more, and you gotta find your balance since more balls are waiting 🤓

  • @Sn0wG0lem
    @Sn0wG0lem 25 днів тому

    Will you be covering lubricant in a future video? I have wired my heavy oil tank so that it feeds into the lube plants by default but spills over into light oil cracking if it gets too full. I have wired my light oil tank similarly so I always have some light oil for producing solid fuel before using excess for cracking into petroleum. It works with simple wiring but the pumps flicker on and off. I may explore using an S-R Latch decider combinator in the future

    • @strategicsage7694
      @strategicsage7694 25 днів тому

      Lubricant will be part of a future video, but the short version is that the pumps are designed as a divider the way I set it up. Nothing but cracking is done past the pumps. Lubricant and anything else I want to do happens before the pumps. That's how it works! :)

  • @JoMaFjErynMaLaZOr
    @JoMaFjErynMaLaZOr 25 днів тому

    nice

  • @Rynewulf
    @Rynewulf 26 днів тому

    The multiple souls and personalities I would argue are actually common. Its essentialy a more complicated type of dualism: the body-soul split. Ancient Greek figures seperated it out into multiple parts- Plato had reason, desires and spirit in his chariot allegory (and got way way way more complex in the rest of Phaedro), Aristotle and others had different sets of soul-parts.

  • @Rynewulf
    @Rynewulf 26 днів тому

    So the worship of Set in the game is apoprotaic. Its magical protection. For a non Egyptian example, the Mesopotamian Pazuzu was on the one hand a wind spirit so ugly it even scared the gods but on the other amulets of Pazuzu were regularly invoked against hostile beings like Tiamat to protect in situations like childbirth. A negative figure invoked for positive reasons. So Set had this kind of on/off reputation throught Ancient Egyptian history. As you point out many early pharoahs had Set honoured in their names as a major deity, and there's evidence in this period of places like Kom Ombo being major centres for his worship and its likely he was one of the main competing deities in the Predynastic period, who steadily lost influence as areas focused on Horus and later Ra and Osiris and Amun all took turns having their patron cities being politically dominant. Its theorised that is why in Middle Kingdom and especially New Kingdom periods Set figures in myths as a villain. He was always the master of deserts but over time this shifted from 'please help us' to 'please dont hurt us' or 'please hurt our enemies instead' In game this is represented as 'praying to Seth for protection from Seth's wrath' while also having him as a Patron option who harms your enemies

  • @vasianduban9995
    @vasianduban9995 Місяць тому

    there is no point in rushing bots if you anyway have to design your bluer prints :D

  • @Sn0wG0lem
    @Sn0wG0lem Місяць тому

    Great series. I saw that this video had come out earlier but had to wait all day before I was free to watch it

    • @strategicsage7694
      @strategicsage7694 29 днів тому

      I'm glad you are enjoying it! Everyone has other things to do in life :)

  • @nanjo621
    @nanjo621 Місяць тому

    Hi Sage, I'm loving your videos and I really appreciate your comments/insight which helped me get through Factorio vanilla. I finished the other day largely with your help and was wondering if Space Age videos are around the corner? Thanks!

    • @strategicsage7694
      @strategicsage7694 Місяць тому

      Thanks for your support! I do want to do Space Age, but it's definitely not around the corner, it will take some time. I know that will mean a certain number of people will have moved on or used other guides by that point, but I can either do it soon or do it well - not both. I am quite busy which is why this series hasn't progressed as fast I would like, and I want to lay the foundation properly by finishing 2.0 Vanilla first. It's about half done. Plus, I don't know Space Age yet because my Factorio time goes mostly to working on this series. It's going to be a lot to learn. So I will try to get to it, but it's going to be on a 'when I'm prepared to do it properly' basis.

  • @KuroDCupu
    @KuroDCupu Місяць тому

    You mention how solar is expensive when you are going so much to include EVERY single cost of it including the poles. Compared to nuclear power then you should also include all nuclear research cost (uranium mining, processing, nuclear power, kovarex) and all setup cost (miners, sulfur acid, centrifuge, reactor, heat exchanger, heat pipes, pipes, pump, belts, robots, inserters) not to mention some of these cost power and causes pollution. That's only for the cost as a power generator. If we talk about its "worth" in the game, you need solar panel as a material to make satellite. In the end, you MUST craft solar panel to progress, which make it essential in the game.

    • @strategicsage7694
      @strategicsage7694 Місяць тому

      You may have missed the part of the video where I talked about this, but nuclear isn't included because this is about solar compared to steam at the point where solar power is invented. Nuclear power is quite a ways in the future at that stage.

  • @RoyalFusilier
    @RoyalFusilier Місяць тому

    Impressive work holding off those absurd AI waves, even in the home system. I'm just up to my first Difficulty 6 run after a few easy warm-up campaigns at 2 and then 4, and just watching the way you do the simplest stuff, even like opening tactics and techs, is ridiculously helpful for establishing best practices. Nevermind these massive lategame fleet engagements, which I will hopefully one day be able to emulate. Then again, by achievement percentages on Steam, merely having completed an 80-star game of AI War 2 under any conditions puts me in rare company even among its customer base. I was intimidated for the longest time too, but it's so engaging, and your content has helped me ease into it. Every decision's stressful, but that's the fun too. As a certain bald British man who's no fan of plagiarism once said, "You *committed* to this hack. Was that a *good* decision...?" It feels AI War has nontrivial overlap with immersive sims like Deus Ex, which I guess makes sense given it's basically a stealth RTS.

    • @strategicsage7694
      @strategicsage7694 Місяць тому

      FYI I would put no stock in achievement percentages. That's true in general, but esp. for this game. Achievements weren't included until well after launch. I'm glad you are able to learn from these!

  • @strategicsage7694
    @strategicsage7694 Місяць тому

    Correction to what I said at the end; the next video will only be about the Chemical Science tech choices, and we'll do Advanced Oil Processing after that. I decided it didn't feel right to mix those topics together.

  • @marksw5499
    @marksw5499 Місяць тому

    I don't bother with reducing pollution since I'm a capitalist who loves bringing democracy to the biters in the form of nukes and artillery. They also can't touch my base since it's walled and armed to the teeth.

  • @JoMaFjErynMaLaZOr
    @JoMaFjErynMaLaZOr Місяць тому

    I would love a vid where instead of showcasing a solution, you show a big bunch in quick succession just to show us what's possible. The freedom of expression is often an underrated aspect of the game!

    • @strategicsage7694
      @strategicsage7694 Місяць тому

      I appreciate the suggestion. I don't know of any good way to do that at this point in the game, there's just too many interconnected possibilities. I do try to emphasize player choice; I don't know how much of the series you've seen but I hit that note hard in the Mall/Hub video, and in the one about intermediates I talked about how the way you set up electronic circuit production is largely dependent on where they are getting the ingredients from, which is kind of on point here. Different ideas for how to produce, say, sulfur or plastic, don't just exist independent from the rest of the factory. It looks different if you put petroleum gas on the bus. It looks different if you don't want plastic on the bus, or if you do want sulfur there, and so on. And what if you aren't using a main bus at all? I think Factorio is just too open-ended of a game, with exactly the freedom of expression you are talking about, to really get into all of the possibilities. I'm quite certain there are many possibilities I don't even have any idea about, and the way in which your decisions are inevitable interconnected means I can't just isolate one part. For this video in particular, I thought what was important was presenting the over flow; crude oil-refining-sulfur/plastic-advanced circuits/science. Fitting all of that into one video of reasonable length was the main goal. For better or worse, that's my thinking on why it is this way.

  • @DavidSmith-cr7mb
    @DavidSmith-cr7mb Місяць тому

    yes new fluid system op btw i agree. i played mindustry before factorio, they treat fluid the same but without even the prereq of pumps to help for movement. issues arrose when static consumption was higher than static production and your reactors would explode from too little cryo fluid.

  • @DavidSmith-cr7mb
    @DavidSmith-cr7mb Місяць тому

    you remind me of someone I watched for MTG back in the day. good content, good formatting. oil sucks. i just remember to crack more as things back more

  • @Neo-vz8nh
    @Neo-vz8nh Місяць тому

    First, nuclear doesn't produce pollution. Leaving the base undefended feels risky. Walls, flames and lasers are very effective. Killing nest increase evolution very fast, while killing the attacks doesn't increase it at all. Geting efficient modules first instead of productivity modules is worth it in the begining, as it massively reduces pollution and energy cost, and the T1 prod module only gives 4%. So you can outgrow the biters. But when you become very strong, T3 prod modules with nuclear still worths the change. As it saves a massive amout of resources. But going full green in the end is still viable with artirelly clearing the expansions.

    • @strategicsage7694
      @strategicsage7694 Місяць тому

      A few points to consider: - Under this approach you don't need to kill that many nests, because you are keeping evolution down. - Something feeling risky is not the same as it actually being risky - Nuclear and defending attacks both produce pollution. Mining uranium, the centrifuges, producing the ammo/turrets/walls, etc. - Things like artillery and T3 modules are not relevant within the scope of this series (the standard vanilla game ending at rocket launch). By the time you get artillery you've already won or are about to. T3 modules are expensive and late-game, so by the time you get a significant amount of them, you don't have time to pay for them resource-wise before you win.

    • @Neo-vz8nh
      @Neo-vz8nh Місяць тому

      @@strategicsage7694 The concept are working, there are many ways to play this game, including this one, and that one I said. - True - It still requires supervision, and if you don't pay attention you still get into trouble. And later the expansion becomes very frequent. - This is also true for solar panel, and killing the nests. But flame turrets and nuclear are extremely resource efficient so the pollution it produces is neglectable. It also does not produce pollution itself. It IS a huge drop in pollution. So that it won't help the pollution is false. - This is very subjective what you deem irrelevant. Making some prod modules in end game is benefecial, as you may don't have to expand.

    • @strategicsage7694
      @strategicsage7694 Місяць тому

      I totally agree that people can play however they want. That's been a consistent point of emphasis in this series. All this is about is the way I recommend for new players, and defending those choices. - You can get into trouble with any approach, but that approach will be extremely minimal under mine since all you'll be getting initially is small attacks from an expansion you weren't paying attention to. It's far worse if you are setting up perimeter defenses as your method and make a mistake. And when keeping evolution down, expansion never becomes very frequent within the timespan of the game. It was at 0.77 at rocket launch in the 1.1 run, and I expect it to be lower here. - It is not at all false that nuclear and walls don't help pollution. By the time you get nuclear, you already have solar available so the comparison there isn't to steam, it's to solar power. Which is better for pollution within the relevant context. However efficient flamethrowers are resource-wise, it is inherently less efficient than never having to deal with those attacks in the first place. - It takes hours for a T3 module to pay for itself from a purely resource standpoint. That's an objective fact. This is not subjective, and of course if used extensively completely undermines the whole idea of going low pollution/evolution. It is without even considering the pollution or power required. If someone is talking about megabasing or deathworld or Space Age or some other scenario there are different considerations of course. There would be no point in making a guide for all possible scenarios, as the possibilities are so diverse that good choices are completely dependent on what situation you are talking about. This series/guide is expressly for new players in the vanilla game, which by definition ends at rocket launch as the official victory condition. There's nothing wrong with anyone wanting to do different things outside of that, but those concerns are irrelevant to what I'm talking about.

    • @Neo-vz8nh
      @Neo-vz8nh Місяць тому

      @@strategicsage7694 My only real complain is really about that nuclear doesn't help pollution. It IS a green alternative to solar, that is fully viable in your sceranio, as done by many many times. You may prefer solar, but nuclear is also viable. - Don't forget, evolution is also driven by time not just pollution, it maybe slower but it counts. Not everybody plays the game the same speed. And 0.77 evolution is not that small. My main concern if you forget to clear out expansions, then you lose much more then some walls and turrets. - I said "This is very subjective what you deem irrelevant". You deemed artirelly irrelevant, but it is a good addition to YOUR tactic, and it is before the rocket. Also T3 prod modules on the rocket pays for itself even for the first rocket. That's an objective fact too. But also very good for Utility science pack and for labs.

    • @strategicsage7694
      @strategicsage7694 Місяць тому

      I think we are crossing wires for the most part. Nuclear doesn't help with pollution because it isn't better than solar in that regard, and solar is available earlier. I'm not anti nuclear, but the advances mentioned in this video are mentioned because they move the needle on pollution at the time of their availability. Similarly, I'm not anti production modules in all circumstances, I advocate for using them in labs, yellow science iirc, sulfuric acid, and the rocket silo. What I was talking about is the idea of defending behind walls with production modules used instead of efficiency in a much more comprehensive way, as was initially suggested.

  • @runelt99
    @runelt99 Місяць тому

    With over 1600 hours I still use bus but have started to stop using gaps. I found that it not having free space is less an issue now that we have the force build feature, where it auto adds undergrounds. Only downside is that it suffers if you need 4 different materials but just let it move a bit and merge it back. The big problem with gaps for me is that it leads to massive bases where I suffer the American experience - needing a damned car to get around. It gets worse once you add pipes... It only gets fixed once you have spidertron (or mech armor). Like in many games, in Factorio a throughput limited factory trumps a large factory that you are still in planning stages of. Low spm is irrelevant when you procrastinate on it anyway.

  • @RoyalFusilier
    @RoyalFusilier Місяць тому

    Even among a great list of system names, shoutout to Our Fathers Lied and STOP VOTING ON THE NAME.

  • @DuneKraftwerk
    @DuneKraftwerk Місяць тому

    I thought the goal is to get out of the planet, but the engineer stick there not leaving with the rocket. Nice playlist though. I look for the Space Age serie from you. You know how to explain very well congrats.

    • @strategicsage7694
      @strategicsage7694 Місяць тому

      Thanks! FYI launching the rocket really is getting off the planet; the idea is you use the satellite to contact the rest of your civilization and arrange a rescue. So escape is assured at that point.

  • @RoyalFusilier
    @RoyalFusilier Місяць тому

    Spectacular battle at Texarkana, I was a little skeptical as you went into that one but I should have remembered why the game itself name-checks you several times.

  • @sintramdragonis4794
    @sintramdragonis4794 Місяць тому

    So twins are not a thing?

  • @sintramdragonis4794
    @sintramdragonis4794 Місяць тому

    I imagine they discoverd the tannin by accident, like they were using a bag made of skin and it came in contact with tannin rich plant material and moisture and over a long time of exposure it transformed into leather. Like how did they figure out what a firestone is and how to use it? Probably by baning two rocks together.

  • @kaarelkahu212
    @kaarelkahu212 Місяць тому

    I have found that just being better armed works always.

  • @RoyalFusilier
    @RoyalFusilier Місяць тому

    Welp, coming in a few years late, but I'm very much loving this series. This game gives me decision paralysis bad, so watching highly competent play is a joy by contrast.

    • @strategicsage7694
      @strategicsage7694 Місяць тому

      Thanks for saying so! That kind of thing is why I left these up, even though I no longer play AI War 2.

  • @DuneKraftwerk
    @DuneKraftwerk Місяць тому

    I prefer programming PLCs

  • @DeadKavaiol
    @DeadKavaiol Місяць тому

    I really should do the "shouldered" thing... never done it, always regretted it, still do it until bot transfer

  • @loutre583
    @loutre583 Місяць тому

    i don't like using efficiency modules on nauvis once i'm endgame i just build massive perimeters walls and then pollute as much as i want, and do some occasionnal artillery clean up

    • @strategicsage7694
      @strategicsage7694 Місяць тому

      That's quite reasonable, but it's also a post-game scenario that is beyond the scope of this series. By the time you get artillery in a vanilla run, you've already won the game or are about to.

  • @varlunmulland3992
    @varlunmulland3992 Місяць тому

    The only thing I disagree with is only building on one side of the bus. This is useless in practice. You can instead simply make the bus wider as it goes along. There's no need to worry about having to add belts early on, or sending things backwards, if you simply start at one end of the bus and build in one direction. I don't even use buses anymore, I prefer a "rail grid" (not quite a city block). But if you were going to use a bus, by the time you get to the point where you start needing to redo/expand early designs, namely smelting and green chips for starters, you should be looking at turning those into outposts via train, and shipping that stuff back to the bus via train. Buses are fantastic for fast progress, but if you're going for a megabase instead of just launching 1 rocket, all bases really should transition to a rail grid eventually.

    • @strategicsage7694
      @strategicsage7694 Місяць тому

      I definitely don't agree that building on one side is useless. If you build only in one direction or don't send anything backwards, you've greatly reduced flexibility. One example is the mall/hub that I just covered; under that approach it needs to be near the end of the bus, when IMO it should be at the beginning, because it needs material produced later on in the bus. Just making it wider as you go is a possibility, but creates problems as opposed to building on one side which creates none of significance. If you want to add more plates to the bus under that approach for example, you either need to now have multiple difference furnace areas to produce them which complicates ore logistics, or you need to send belts from your furnace area around part of the bus to get to the insertion point. I think building on one side is much better than either of those alternatives.

    • @runelt99
      @runelt99 Місяць тому

      Imo an important lesson for newbies is to realise that you are still building your starter base tm. This means that you will either abandon the save for the 7th time, stop procrastinating on a UA-cam comment section and com- oh sorry I don't know where that guilt came from. Uh or you will tear down the starter base later to make a better one anyway. With your point of 'oh how will you route it back?' is an easy answer - you don't. Your bus should have the supplies that the mall needs and you are free to make a new mall further on, either remaking mall if you want it all in one place or if you intend to use logistic bots anyway, why not just make a second mall that uses those advanced resources? From personal experience I only need to bring back half belt of plastic and sulfur backwards, bc I usually have chem science pretty close compared to everything else and you can easily add another line to bring back if only you just leave some space between bus and the processing, early mall only requires a belt of iron plates and a half belt of gears and green chips, this will carry you through early game and once you want to make stuff from advanced circuits you just make it in middle of your bus. Heck, as many people point out, space is infinite and a bus is absolutely not that bad.