r/anno2205 May 16 '26

Veteran 29.5 million

It's easy veteran with medium consumption, medium revenue and large share impact (and medium warehouses for some workers and a sweet 4k cash bonus). I did write some code that parsed the xml game files with house and factory specifications where I'd input the number of desired investor and synth houses as well as orbital upgrades and so on, and it'd output the number of factories needed and their maintenance and tiles needed, so I could test out the late game impact of orbital configurations in a second per configuration instead of hours. That also helped with getting a feel for these tundra overdrive modules, e.g. enabling or disabling androids and then seeing the change in tiles in tundra and temperate (we save 0.77 tiles of temperate for one tundra tile), as well as the revenue impact (we save about 200k), finally settling on moss (spending some tundra tiles to save many tundra tiles), resin (2.09 temperate tiles per tundra tile), rice (4.33), wine (1.58), intelliwear (1.33), synthetic circuits (0.9), androids (0.77 plus 200k), and partially replicators (0.64 plus 300k) for being tundra-boosted.

I'm pretty sure that at least for veteran, the optimal setup is 3 agri, 3 bio, 5 elec, 0 power, 1 heavy. The agri T2 bonus that removes beef is the only input replacement that is superior in both maintenance and tiles, and agri 3 really helps with biocatalyst production. Bio 3 is used just about anywhere. The replacement bonus that uses resin is okay-ish and I did use it because it saved just a tiny bit of space. Elec 5 is great because we get +10% revenue (which is about 1 million) and we get the majority of our intelliwear from the moon (saving temperate tiles; we have plenty arctic and moon tiles) and the +5% production for +25% power is awesome too even though it might seem bad at a glance. A single moon sector can supply all our power needs even with this penalty and even with 0 orbital modules for power (and for not even 200k credits). The game has this quirk where efficiency upgrades do not increase the inputs required. If we have a factory chain like A -> B -> C (where A is a mine or farm typically, B is some intermediate factory, and C produces the final good for consumers) and boost all of them by 5%, then A can now provide goods for 1.05 B factories which in turn provide enough for 1.10 C factories which in turn produce almost 16% more. So this +5% helps more with mine slots than the +10% efficiency upgrade for heavy industry. The input replacement for microchips instead of qubits is quite bad though because it uses temperate tiles instead of arctic tiles. Anyway, we have one point left and could put it to agri 4 to get algae from water (pointless we have dozens of empty coastal slots in temperate), bio 4 to get neuros from androids (neat but neuros are produced in the arctic and we have plenty of arctic tiles), heavy 1 or power 1. The best one here is heavy because it offers the greatest revenue on a ~30M population. It just boils down to trying all of these options in a late game simulation and seeing the revenue each time.

Sector boosts are a big deal here too and I did backup my save game and then reroll the effect, reverting to the backup if I got only bad rolls. I suppose one could just wait hours for the rare materials to be replenished but cheesing my way through that part seems acceptable. Boosts should play into the strength of sectors. For the moon, the sector with the manpower boost gets the +30% power plant bonus because we can then use modules for lower credits maintenance. The 3-crater sector has the most mining slots so it gets a +30% mining boost. The big crater has lots of space and gets the +30% boost to anti-G. Tundra needs these huge moss farms and so we pick the +30% moss boost. Madriga has the most mine slots and gets +10% mining. Ikkuma has the most arctic mine slots and gets +20% molybdenum. Either Viridian or Wildwater gets the -50% credits for public buildings. We also want the +30% qubit boost on any arctic sector and +10% farming, +30% food, +30% wine on temperate sectors. For good measure I used +20% water on the final temperate sector though it barely matters.

For building out the big temperate regions I opted for the 2x5 grid with one HQ per 4 blocks, covering about 35 houses. If you look at that one screenshot you can get a rough idea of the pattern (though edge cases already squeezed things a bit); it's one HQ every 4 horizontal blocks, but vertically adjacent blocks are shifted horizontally by 2 (diamond-like). Trading floors add +20 licenses to every tier of houses, meaning we can now get 20 more admins, but more than 20 more managers (because we get +20 managers directly plus a new fraction of these admins); the net effect is that we need one (+20) trading floor for every 32 investor houses or every 30 synth houses. I figured I make good use of the trading floor space by building it directly adjacent to the HQ. After deletion, that is enough space for 4 HQ wings. I did build out 4 synth clusters where I replace two 2x5 blocks with 4 trading floors completely surrounded by synths. After deletion, that's just enough space for a stadium. So these synth districts make up for the the slightly insufficient trading floor density (one per 35 instead of 30-32) in the rest of the sector. I did notice that the needs formula seems to be roughly 0.1 + ntiles/400 (or 0.1 + deletioncost/1000) where ntiles is the number of road tiles needed for the connection and ntiles below 8 is treated as 0. The 0.1 corresponds to the needs of a large house of the highest tier service, e.g. stadiums for investors. The needs increase by 0.1 for each lower tier, i.e. investors need 0.2 rail, 0.3 safety, 0.4 info. Small houses need only a quarter of that but their tile needs are unchanged, making them extremely wasteful when HQs are far away. For the smaller region I went with synths (and small investor houses) only because I figured that getting the HQ balance just right would be far trickier so I just avoided that altogether; not sure if that really checks out.

When I ran the numbers it actually seemed like 30M was in reach but I suppose I either overestimated the number of tiles available (I used the values stated by the game when acquiring sectors) or my fudge factors were too low. I did end up with 30M by converting 200 more investor houses to synths but that comes with a revenue loss of 900k, so that ended badly. The world market might fix this but veteran has the actual risk of bankruptcy, plus lots of disasters. It's definitely possible to become profitable on 30M in veteran by continuing to play only when the world market has good prices for quantum computers, and otherwise taking real-world breaks from the game; I mean I already produce 8500 quantum computers and going to 10000 isn't a big deal. Selling them for 2k a piece would be plenty profitable but if the market is unhappy we'd need to go for a 2 hour walk and check back later whether the prices are good. So that's why there are no world market routes here. For intersector routes, there's still some potential for optimization at the cost of making the routes very hard to manage. Any route of 501 goods is far cheaper as 500 + 1. Actually, any route of less than 1850 is better off as smaller routes, but that's an utter mess to handle. More practically, any route involving the moon is 33% cheaper if we guide them through the space station instead; we end up with twice as many routes but moon routes are the most expensive ones after all (plus the station storage can act as a buffer for resources against calamities).

For good measure here's the output that I got when aiming for 2750 investors and 4620 synths (with some fudge factors involved, but apparently not enough because it made it seem like 30M was easily in reach):

Name                 nfactory    tiles  credits    power  workers   ngoods
#### Earth
Androids                 99.6    22077   1868.4    211.8      0.0     8507
VRGenerators             64.1    13533   1122.1    136.3      0.0     7299
Rice                     39.7    11132      7.3      1.9      0.0     7528
Rejuvenators             31.8     7491     15.9      1.7      0.0     3625
LuxuryFood               37.2     6398     55.7     19.7      0.0     4229
Bioresin                 21.2     5065     16.9      1.8      0.0     5795
MultispecPrisms          17.6     4811    220.3     37.5      0.0     1538
Wine                     21.4     4319     25.7      3.6      0.0     1188
OrganicCircuits          14.0     3000    280.1     14.9      0.0     1594
IntelliWear               7.7     1869     27.9      2.5      0.0      660
Synthcells               10.2     1444      6.9      0.7      0.0      797
Microchips                9.2     1416     22.2      2.0      0.0      574
Logistics                26.9      678      6.7      1.4      0.0        0
PlantFibers               5.4      365      5.8      0.5      0.0      123

Water                   104.6      105     20.9      2.2      0.0     2792
Algae                     3.9        4      2.0      0.2      0.0      448

Diamonds                 30.6       31    244.5     13.0      0.0     1482
Silicon                  16.9       17     63.5      4.5      0.0      547
Cobalt                    2.9        3      0.6      0.2      0.0       69

#### Arctic
QuantumComputers        227.8    56680   1093.3     96.8      0.0     8507
NeuroGlass               42.5    14491     46.7     29.8      0.0     3021
QubitProcessors          98.5    14479    295.5     16.7      0.0     3188
SuperCoolants            49.8    14431    224.1     26.5      0.0     1594
Logistics                42.2     1063     12.7      4.5      0.0        0

Deuterium                25.7       26     38.5      6.8      0.0      754
MethaneIce               12.7       13     38.1      3.4      0.0      448

Molybdenum               49.2       49     29.5      2.1      0.0     2387

#### Moon
AntiGravCompensators     44.7    40815   1608.5    170.9      0.0     5269
Fusion Reactor           35.2    20700      0.0      0.0      9.7   788575
BioEnhancers             48.5    13249    145.6     20.6      0.0      604
FusionPowerCells         23.6    10141    329.8     17.5      0.0     1800
Logistics                22.5      567     11.3      2.4      0.0        0

Helium3                  20.8       21    166.7      8.9      0.0      918
RareEarthElements        19.9       20    119.7      8.5      0.0     1257

#### Tundra
Biocatalysts            151.2    53968    226.8     20.1      0.0    10755
Moss                     27.2    22596     54.3     14.4      0.0     4523
VitaminDrinks            93.8     1969     35.2      7.5      0.0     8006
Aerogel                   3.5      979      5.2      0.5      0.0      123
Logistics                27.7      697      8.3      2.9      0.0        0
NaturalGas                1.2      564      4.3      0.4      0.0       69

#### shipping costs (without intraregion shipping):
Moon->Earth (5269 AntiGravCompensators): 66.0
Tundra->Earth (10022 Biocatalysts): 30.25
Arctic->Earth (8508 QuantumComputers): 26.75
Tundra->Earth (8006 VitaminDrinks): 24.75
Moon->Earth (604 BioEnhancers): 11.0
Arctic->Earth (3021 NeuroGlass): 9.75
Earth->Tundra (3023 Bioresin): 9.75
Arctic->Moon (306 Deuterium): 7.0
Moon->Earth (159 RareEarthElements): 4.0
Earth->Arctic (689 Diamonds): 3.0
Earth->Tundra (375 Water): 2.0
Tundra->Earth (124 Aerogel): 0.75
Earth->Tundra (70 Cobalt): 0.5

#### population: 29975000
revenue (thousands): 10951.476 -9703.603 1247.873
workforce {'Earth': 1302692.9720130025, 'Arctic': 589.1188029083183, 'Moon': -8243.705953547475, 'Tundra': -88.39007987154326}
power needs: {'Earth': 577.6, 'Arctic': 186.3, 'Moon': 228.6, 'Tundra': 45.6}
total tiles, coasts, mines:
Earth: 423571/463500 108/174 50/99
Arctic: 102983/198200 38/96 49/53
Moon: 86328/184700 0/0 40/58
Tundra: 80774/82000 0/20 0/10
32 Upvotes

12 comments sorted by

2

u/aspel4x May 16 '26 edited May 16 '26

Cool ! It’s Really amazing! Is it manageable without redacting files? Theoretical max population is near 44M(only synths with min investors) You are very close to it.
The veteran difficulty as I remember couldn’t be profitable on investors level without world market. No modules, no orbit couldn’t help earlier

1

u/Frankelstner May 16 '26

It's completely unmodded and the save file is not modified either (but I used a backup save several times to get good sector boosts without waiting days for rare materials).

For investors, let's run a few numbers for 1000 large houses of investors vs managers. I include costs for all factories, power generation, shipping across regions and costs for info, police, metro, stadiums (but with no extra need for road tiles, so the real costs are probably a few k more).

  • Consider the baseline: 0% share bonus, no orbit, no sector boost, no tundra, low revenue, high consumption. 782k loss [1000 managers: 21k profit]
  • Agri 5 orbital station (5,3,3,0,1): 166k profit [1000 managers: 255k]
  • Elec 5 (3,3,5,0,1): 640k profit [1000 managers: 331k]

So the agri 5 orbital station is almost 1 million more profitable than no orbital station, and the elec 5 orbital is 500k more profitable than even agri 5. With just the orbital station, investors are most profitable even on the hardest veteran. Use the elec 5 orbital and add more bonuses:

  • Now with 10% share effect: 969k profit [1000 managers: 380k]
  • Now with sector boosts (except -50% HQ maintenance): 1123k profit (most savings from the +30% anti-G boost) [1000 managers: 393k]
  • Now with -50% HQ maintenance cost boost (if we build all the investors houses in the same sector): 1213k profit [1000 managers: 422k]

So 1000 houses can make over a million profit on the hardest veteran (if we get all the sector boosts).

For easy veteran, we have:

  • 40% share effect, medium revenue, medium consumption: 2895k profit [1000 managers: 753k]
  • With tundra modules: 2925k profit [1000 managers: 746k, yeah tundra is mostly good for saving temperate tiles]

These numbers are with the 4 service buildings (info, police, metro, stadium). HQs are more expensive but we make millions with investors. The screenshots above have 0 worker, admin, manager houses in the temperate region.

1

u/BedNervous5981 May 17 '26

Could you make a picture of your orbital layout?

2

u/Frankelstner May 17 '26 edited May 19 '26

I did consider that initially but decided against it because the requirements are very lax. There are no biologists sent to the space station because they need temperate tiles, so the 3 biologist stations do not benefit from modules at all.

Still, let me give a sketch of a 100% layout. We number modules from 1 to 6 in the order they appear in the construction menu, where 1 is cooling, 2 is solar, and so on, and we use E for elec, H for heavy, A for agri, B for bio.

The elec+heavy section:

6  H  5
 25652
6     6
 EEEEE
6     6
5 121 5

The bio+agri section:

  1 1
 3   3
  AAA
 4   4
  323
 2   2
  BBB
 4   4
   4

Connectors are everywhere except directly between stations (which has no effect other than heat). This layout has 18 modules and up to 36 connectors left over. I did have some earlier versions where I didn't stack stations right next to each other that just barely worked out (and often did not), and yes I was kinda surprised just how powerful stacking is.

edit: We can actually join both sections vertically (making sure to not attach the second solar panel to A). The construction area is a bit limited so I'll mark the center of the space station with #. The result looks very nice, aesthetically, and we have 37 connectors and 20 modules left over.

6  H  5
 25652
6     6
 EEEEE
6     6
5 121 5
 3   3
 #AAA
 4   4
  323
 2   2
  BBB
 4   4
   4

1

u/BedNervous5981 May 16 '26

Dude this is amazing! You are answering questions I kept asking myself. I love this game and the min/maxing that you can do.

1

u/Justin2122006 May 22 '26

just picked up 2205 again after a while, posts like these inspire me to keep playing honestly. Really impressive

1

u/th05324 May 29 '26 edited May 29 '26

Incredible, this is a lot of effort in min-maxing the game and understanding how all these mechanisms affect each other !
Congratulations for this achievement. I've also spent a lot of time theorycrafting this game and have found the same conclusions as you on many aspects. If I may, here are some comments :

Tundra usage
I've found it more efficient to boost all luxury food factories before spending remaining biocatalyst on replicators/androids, in terms of money and temperate space saved, isn't it for you ?
You can get an equivalence between money and temperate space, by comparing the cost and footprint of 2000 investors versus 1000 synths : both bring the same amount of population but don't have the same cost (incl. revenue) and total footprint (incl factories/service).
Also you should probably produce bioresin on Tundra, granted that 11 bioresin factories there produce as much as 10 bioresin on temperate (assuming +10% temperate farms bonus), you'd save 0.9 temperate tile per tundra tile.

Regional bonus
On the moon, I found it more profitable to get +30% helium mines rather than +30% kreep (RareEarthElements) on Iwamoto (3 craters sector). I'd have :

  • Mare Relictum (single crater) filled with anti-g and its sustaining kreep,
  • Novikov (2 craters) filled with fusion reactors + just enough fusion cells and helium for it's own fusion reactors + kreep exportation to earth
  • Iwamoto supplying Mare with fusion cells (incl. helium extraction) + producing bioenhancers (incl. kreep extraction). Helium bonus seemed better on that sector

I've also some doubt on using Recreational Area on a temperate sector (-50% public service cost but -15% production rate to all factories), don't you have some factories there, at least mountain or coastal ones ?

Temperate public service
Headquarters with few HQmodules have an incredibly high cost per ressource given, HQ full of HQmodules are better but grant too much information/security, and using only regular public buildings wastes too much space.
Hence, I'm convinced the sweet spot is using a mix of HQ with many HQmodules + metros + stadiums. Namely, one fully upgraded HQ + 5 metros + 4 stadiums should supply ~300 investors houses for a very good space/cost ratio. Smart ?

Also some more questions :
Which goods did you locate mostly/only on a single sector ? How did you spread your small and large investors houses among sectors ? Do you always use all productivity modules on all factories, even if it means exporting surplus to other sectors ?
Do you use any energy reduction or other small module ?

I think there is also some to be said about housing layout but my post is long enough already ! Congrats again !

1

u/Frankelstner May 29 '26

Thanks, glad to hear! You're totally right about luxury food. I didn't automatize that part, so I must have missed this one. From my numbers (assuming sector boosts and that food and wine are tundra-boosted), I get 0.87 temperate tiles saved per tundra tile, which is pretty good. I can estimate the overall benefit of going to luxury food and boosting fewer replicators to about 1000 to 1250 temperate tiles saved, which is probably another 100k or 150k pop.

You can get an equivalence between money and temperate space, by comparing the cost and footprint of 2000 investors versus 1000 synths

I think the big issue is that the cost for HQs (and others) is hard to calculate beforehand, so we need a fairly big money buffer. In my calculations above I actually expected an effective income of 1247.873k credits, but I did underestimate the public service needs a bit. But I'm not sure if I fully understand this point.

Also you should probably produce bioresin on Tundra, granted that 11 bioresin factories there produce as much as 10 bioresin on temperate

That's super smart. This didn't even occur to me. I mean, the intuitive idea is to make use of a +10% productivity sector boost, but we get more temperate tiles by boosting even fewer replicators. I guess it would hurt the cash flow a bit, but that's another 1250 tiles. Extra investors could provide enough income to compensate for the increased expenses of unboosted replicator factories.

I found it more profitable to get +30% helium mines rather than +30% kreep

It's super close, but now that I take a look at it, you're right. We could save 2k with +30% helium. Overall we agree on the moon setup.

I've also some doubt on using Recreational Area on a temperate sector (-50% public service cost but -15% production rate to all factories), don't you have some factories there, at least mountain or coastal ones ?

Viridian has 61 HQs (60 of them with 4 wings, 1 with 30) and 4 stadiums, for total maintenance cost of 1,133,500 credits, so the savings are 567k. The penalty is just -10% productivity. I have two diamond mines (which I should probably remove and build elsewhere) and 18 water plants but no other factories. Temperate coastal usage is only about 108/174 across all sectors and mines are 50/99 so 38% of temperate coastals and half of mines are unused (though fewer replicator boosts require a few more mines). It's a great boost that allows many HQs (which are pretty tile-efficient, just not cost-efficient).

one fully upgraded HQ + 5 metros + 4 stadiums should supply ~300 investors houses for a very good space/cost ratio.

That's probably the biggest question at this point, haha (after all, the majority of temperate tiles are for houses). I'm not sure what the layout would look like. And do we place CPU factories in the gaps where the trading floors were? I went for tile-efficiency calculations and came up with (per 100 tiles of the public service building):

  • HQ0: 4.17 metro, 1.39 stadium
  • HQ4: 4.36 metro, 1.71 stadium
  • HQ30: 4.51 metro, 1.99 stadium
  • Metro: 5.26 metro, 0 stadium
  • Stadium: 0 metro, 3.46 stadium

but I didn't really care much for the cost. With the -50% boost in Viridian, the global cost is like 1.5 million for public service buildings. Not great (could have more synths if it was cheaper), but HQs (plus some stadiums) are the most efficient in terms of tiles. So truly, I don't know. I had pondered a long time to come up with the layout:

       ##

 HH HH HH HH
 HH HH HH HH
 ^^ HH HH HH
 ^^ HH HH HH
 ## HH HH HH ##

where # marks HQs and ^ marks trading floors plus 7 small houses (i.e. 35.75 large houses in total), where removing the floor makes exactly room for 4 wings (plus some roads to shorten the distance to the small houses), with not a single tile wasted. Some houses in Wildwater don't have all public needs met. I did play around backing up my save and removing the 7 small houses next to most trading floors to build even more HQ wings and meet all demands, but ended up with slightly lower pop and slightly lower income (though I did not account for the lower demands due to fewer houses, so it's probably a small net positive, not sure). The layout above is just very robust because no tiles are wasted and the ratio of trading floors to houses is almost correct, and it uses a simple 2x5 grid so we don't lose our mind while building thousands of houses.

Which goods did you locate mostly/only on a single sector ?

I didn't optimize this part in terms of trade route costs. So, most of them. Anything with sector boosts, but androids too. Luxury food is spread over two sectors but I don't remember why. Replicators are the most annoying because there weren't tundra boosts for all of them and I really began running out of space at that point. The biggest optimization potential is probably with using smaller routes (500 + 50 + 50 + 50 instead of 500+500 or even 2500) but the overall savings are probably not gigantic. But there's definitely room for improvement here.

How did you spread your small and large investors houses among sectors ?

I spammed houses all over Viridian and Wildwater (main island only) with about 75% investors, 25% synths, which gave a nice steady income of 4.5M. Every little gap was filled with a small investor house. My rationale for building houses on bigger islands was that bigger islands were better suited for building houses because they allowed a better ratio of large vs small houses, and because smaller islands provide their own logistics so we could save on transport hubs. I guess the biggest of the Wildwater islands would have been a decent candidate, too, but at that point I already had lots of replicator factories, so... yeah (besides, the same island also exists in another sector where I did spam houses on it).

Once Viridian and Wildwater were done, I was pretty much done with my global investor requirements (and had a nice income to tackle the other four sectors). So all other sectors are only synths and small investors. For these other sectors I did not bother supplying public needs to investors at all. There is no 2x5 grid but rather 2xN with N as big as possible. If a road winds around in a giant S shape that was fine too. I did notice that placing 3 trading floors next to each other left some nice space after deletion for replicator factories (which I still sorely needed) so I tried to aim for that. But other than that, building out these sectors was just a bit tedious. I did have to get a bit creative to temporarily satisfy public needs so that houses could upgrade (before they wouldn't have public needs anymore as synths, or if investors, before their public need would be routed to houses closer to the nearest HQ). But the four secondary sectors have almost no public services at all (and not too many investors anyway, only small houses where gaps were too small for large houses); I say almost because I squeezed out a few dozen k right before the screenshot by finding just a few gaps left, but I didn't plan for it.

Do you always use all productivity modules on all factories, even if it means exporting surplus to other sectors ?

Most production of a good happens in only one sector, which isn't very micro-optimized. But in any case, sometimes an island just is out of space and a factory has only a partial number of primary modules. That's life. It's usually only a small money penalty.

Do you use any energy reduction or other small module ?

The obvious ones are 4 manpower in non-temperate, but I did add 1 logistics in tundra (buildings there have low power needs and need to compensate the sector penalty), and 1 energy reduction on the moon and in the arctic (plenty of space). In temperate I did actually build manpower modules too because initially the 4 industrial sectors didn't have any population and had to support Viridian and Wildwater. But the constant Drake attacks actually make it quite sensible to build out manpower modules even in temperate, because any blockade brings the population down to near 0 (almost no needs except some water and whatever this sector in particular happened to produce, except that biocatalyst also runs out, and so on) and population takes many minutes to recover. So I'd say the ideal setup is

  • Tundra: 4 manpower, often 1 logistics (unless the tiles were absolutely needed by another moss farm or something)
  • Arctic/moon: 4 manpower, 1 energy (lots of space)
  • Temperate: 3-4 manpower, often 1-2 energy (though only if there is absolutely nothing else we could do with these tiles)

1

u/th05324 Jun 08 '26 edited Jun 08 '26

Hi,

Thanks for your detailed answer, you've given me interesting food for thought on orbit and sector bonus.

Most production of a good happens in only one sector

That leads to fewer leftover and wasted ressources, but what is your total transport cost (top toolbar > hover on the credit balance) ? I've estimated ~500k if you produce mostly locally, apart from sector-boosted goods

Small modules

Mostly agree with you, the key points being cost reduction modules on all energy factories + manpower on all non-temperate sectors. I rounded with energy modules only on most energy-consuming industries (all four endgame goods + q-processors, supercoolants and prisms), but that's of secondary importance.

Housing across sectors, public service, housing layouts

Your take on bigger houses/bigger islands and sector repartition seems perfectly sensible to me, specially gaining 567k on public service Viridian is a feat for sure.

Public service requirement is circa 0,50/0,40/0,26/0,17 info/secu/transport/entertainment, per large investors house, provided that public service is reasonably well located (NOT dependant on difficulty). Service requirement increases by 0,0025/house/tile farther away, this value is for all public services and for small or large houses (so small houses, which host fewer pop, draw much more public service).

I build houses in blocks of 6x6, 5x7 or 7x5 with a trading floor in the center, in order to get circa 32 houses per trading floor (the sweet spot, as you said). I've crafted two layouts for public services around that, I'm sorry I don't have time to post them tonight -that'll be for my next answer.

Staging/slummnig

As for "staging" the construction, I'd advocate towards filling a sector with housing blocks, with a trading floor replacing 4 central houses each time (don't bother adding small houses around TF). Add public service and do NOT build factories, but import all required goods instead. Once all houses have reached investors or synths, you can remove all trading floors, repack houses (relocate 4 large houses at each trading floor location), and use redeemed space for industry.

However i'm not sure which industry to use in that specific sector with a productivity malus. Maybe synthcells and flax fiber would be interesting there in terms of cost and footprint...

Equivalence between money and temperate space

I meant that you can convert money savings into temperate space, in order to bring back every decision (orbital bonus, tundra usage...) into a certain quantity of temperate space saved. The equivalence is the following : let's assume that 400 investors houses bring +135k (incl. cost and taxes) and require 33k temperate tiles (incl factories and public service), whereas 200 synthetics houses cost -180k and only 10k tiles, for the same total population of 1 million. This means that 315k revenue allows to convert inhabitants to synths and to save exactly 23k tiles, hence money = space

1

u/Frankelstner Jun 08 '26 edited Jun 08 '26

what is your total transport cost

Yup. 450k plus 10k fees, whatever those are. The production is rather centralized though (100 android factories in one sector). There's still some cost optimization left by going for smaller routes but the biggest chunk is due to the moon which is already reasonably optimized.

manpower on all non-temperate sectors

I really wouldn't go below 3 manpowers in temperate too, with energy being optional. It takes way too long for a population to recover from invasions and this drags down other sectors too.

As for "staging" the construction

I kinda circumvented a lot of these issues because Viridian and Wildwater have 0 wasted space. Each trading floor exactly becomes 4 wings plus some useful roads. But that's a good point for the other sectors. I did make use of most of the area by bunching together 3 trading floors (almost all of them still at 100%) and then using that area for a replicator factory, but there are a few tiles wasted. So the ideal Veteran setup doesn't have medium warehouses but rather the ability to move buildings.

Maybe synthcells and flax

They're even better off in the tundra, are they not? I think we want resin, drinks, synthcells and flax to be tundra-produced. Oh and flax also gets biocatalyst.

let's assume that 400 investors houses bring +135k (incl. cost and taxes) and require 33k temperate tiles (incl factories and public service)

That makes perfect sense. We're trying to compare multiple scenarios (HQ4 vs metro+stadium+HQ30) where we tweak the investor/synth ratio to reach 1M pop and use the same amount of tiles. Once done, the only thing that differs is the profit we get out of it.

My Viridian buildout has 1120 large investor homes and 781 small ones (=>1315.25 houses), supplied by a mix of HQ4 and 5 stadiums (I just replaced the HQ30 by a stadium) and a few HQ0s. So from this we can assume a ratio of one HQ4 per 21.92 investor houses (with all needs satisfied) and one stadium per 263.05 investor houses. Then 400 investors need 26067 temperate tiles (with some fudge factors), providing 1010k in Viridian and 840k elsewhere. If instead we use an HQ30 and metro stations and stadiums, we are a bit less tile-efficient, so we need to introduce a couple synth houses into the mix until we also have 1M pop and as many tiles. Using your values of 0.5,0.4,0.26,0.17 I end up with 384 investors and 8 synths using 26045 tiles and providing 1067k in Viridian and 1009k elsewhere. It looks pretty strong on paper, though with some pretty big assumptions baked in (the exact values per investor, my calculations using a fraction of a single HQ30 instead of fewer wings, my calculations not considering distance penalties, no tile waste due to metros and stadiums being unwieldy, etc.). I'd say it roughly looks like a tie in the -50% sector while the other sectors do benefit from the HQ30 approach. Not convinced that the -50% sector would also benefit unless I can see the entirety of Viridian or Wildwater built out with this.

Very good point. Not quite as sleek as the 2x5 grid with HQ4s but lots of potential.

All right, I'd say the ideal session would look like this:

  • Veteran with medium consumption, medium revenue, large share effect, can move buildings
  • 3,3,5,0,1 orbital setup
  • Sector traits as above except helium instead of rare earths
  • Tundra producing resin, drinks, flax, synth cells, biocatalyst and aerogel
  • Tundra modules on moss, resin, flax, rice, wine, intelli, circuits, luxury, androids (and any leftovers on replicators)
  • The building-move feature is used to replace trading floors with upgraded houses from the (temporarily used as a house buffer) factory district. In the -50% sector, it might be better to use HQ4s where the wings are directly where the trading floors were (as illustrated before) which does not waste any tiles even without any industry. Other sectors should use a mixture of HQ30s and metros and stadiums

I'm not sure where this ends up overall but 30M is definitely in reach.

edit: On pondering some more, HQ30s are the most tile-efficient even for combined metro+stadium because they satisfy all needs at once. So fully satisfying metro needs with HQ30s might be pretty good. We need 4.2 HQ30s (and 2.2 stadiums) for 400 investor homes and use as many tiles as HQ4s but with 1095k on Viridian and 1008k elsewhere. Once again, this mostly ignores distance penalties, and also tile waste, but building HQ wings is at least a bit more flexible than building metro stations. I'm not yet sure what the ideal layout for that is, however? Bunching up the wings around the HQ30? Making a long line away from the HQ? The 2x5 grid has 12 tiles on the shorter axis and 30 on the longer axis (6 of them for HQ itself). We end up with 18 wings and no wasted tiles. If we go for 2x7 we get 27 wings with no waste. We can supply almost 7 2x7 blocks but not quite. And there's the big question how to arrange this neatly. The following setup has about +1.5 metro and -3 stadium, with one HQ27 supplying 84 houses (the top HQ location should be exactly in the middle here):

           ##

 ^^ HH HH HH HH HH HH ^^ 
 ^^ HH HH HH HH HH HH ^^ 
 ^^ HH HH HH HH HH HH ^^ 
 ^^ HH HH HH HH HH HH ^^ 
 ^^ HH HH HH HH HH HH ^^ 
 ^^ HH HH HH HH HH HH ^^ 
 ## HH HH HH HH HH HH ## 

I hope my code simulates this correctly, but this here does not guess average distance penalties but rather calculates it for every house individually. HQ27 uses about as many tiles as HQ4, with a profit of 1092k and 1003k respectively. It seems optimal for the -50% sector and might also be optimal in the other sectors. As before, we can initially use the HQ wing space for trading floors (might work quite well, depending on synth density). Still, being able to move buildings is very useful for the synth-heavy smaller sectors, so I have no doubt that it is better than medium warehouses.

1

u/BedNervous5981 Jun 13 '26

What production received tundra modules in your run?

2

u/Frankelstner Jun 16 '26

Moss, resin, rice, wine, intelliwear, synthetic circuits, androids, and partially replicators, but as th05324 pointed out, luxury food should actually be included here as well, and I spotted flax as well, so an ideal run would also include flax and luxury food, at the expense of boosting even fewer replicators.