Final Upgrade Guide

From The Ground Up Challenge for Final Upgrade

From The Ground Up Challenge

Overview

This is a simple setup for an interesting challenge I’ve come up with, called “From the Ground Up”The idea of this is that you’ve got to construct everything from scratch, and aren’t able to Earth’s construction feature.It’s more aimed towards people who are familiar with the game, but if you’re new it could still work.

Game Settings

To start the challenge, make a new save and enter the follow settings for the game:

Note that you will be given a basic ship with 8 robots, a bit of power (seems to be a random range for the power and resource count), some iron, iron ore, and extractor set to process iron. This is your basic miner/constructor until you can make something else.

If you want an extra challenge, don’t go past 1x speed.

Difficulty Augmentation

Note that you can change the following settings (outlined in red) without disrupting the challenge.
Each one will be prefixed with the difficulty change it gives: [Harder], [Easier], or [Either].

– [Harder] XP to reach level 200. You already needs a lot of XP to get to level 200, but if you want it to take even longer be my guest.

– [Harder] All the XP bonuses (colony establishment & max level, capturing enemy territory)
– [Harder] Upgrade points per level. I’ve found that making it 2 works a lot better (especially with the massive tech tree), but if you want you can change it back to 1 per level.
– [Either] Walls built per resource. If this setting is at 8, that’s the easiest. Making it 1 would be the hardest. (e.g. an empty 4×4 station would cost 16 resource blocks {walls per: 1} instead of 2 {walls per: 8}) [This of course doesn’t take in any of the components, but still]

Both factions can be made easier or more difficult by tweaking their settings.

– [Either] Green faction aggression (and the trigger). These guys present an industry-focused challenge, since their aggression is based on how many machines you’ve built. Lower numbers make them a threat earlier.
– [Either] Red faction aggression (and the trigger). These guys present an exploration-focused challenge, since their aggression is based on how many sectors you’ve claimed. Lower numbers make them a threat earlier.

If natural stations are more common, the game becomes a bit easier. (since you can just explore until finding a station that produces whatever you need)

– [Either] Ancient stations spread. This setting governs the spawnrate of those pre-built stations you can use (but not claim), though I’m not sure what the exact rates are for each number. Pretty sure higher numbers make them more common though.

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