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Thanks for your guide! Just a small precision: the Pilfer skill gives a Dust bonus only in rooms with Dust inside (the "yellow cloud"). But yes, this skill is currently quite OP ^^
You do have a point and I'm sure there is a better way to prioritize which upgrades come first, but I've never lost with this strategy yet, and not relying on any 1 item to drop, or rushing a certain module first, or any other kind of luck requirement, is the key to this strategies success. I have won with 3 consecutive playthroughs, and with the last one, I only got Food Module to IV by end game and the rest were at I or II, still with little trouble. Feel free to watch my run on YouTube, if you’re interested in seeing it work. Thanks for the comments, I always appreciate new ideas.
If you only mean that you upgrade them asap, I could agree, but I find that waiting for them to get a bonus upgrade, like, I to III, or II to IV, is the best time to jump to upgrading a major module. Or of course if your only choice, is to upgrade a Major, simply because all your Minor Modules options are sucky, is the other time I upgrade Major Modules. Since the odds of a Major Module being something I would want to upgrade by end game are higher, than the Minor Modules choices, I tend to wait on the Majors for these times as more of a better gamble so to speak.
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The cost of generators goes up 10, 13, 16, 19, 22, etc. It creates a diminishing return over time. How many generators do you build per floor before floor… 8, let’s say? Getting your minor offensive modules asap allows you to build less for a bigger bang, so to speak, thus costing less industry over time. I always have too much science by end game and more than enough industry to survive, with the amount of dust I receive from Max. I would consider building more than 1 food module if that's what you’re saying.
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