![]() If you want to space them out once you have the Research Lab up and get some Science Training in, that's up to you. ![]() Since there's no penalty for failing them, I personally don't really care what window I'm launching in, and since you don't get a new Test Launch request mission until the most recent one clears out, I try to pack in as many as possible. Get your Test Launch up as early as you can and keep pumping out the Test Launch request missions. The early game is fairly straightforward, since there are fewer choices. Once you have your chosen friend and enemy, you're ready to actually start the game! Then make sure to randomize your opponents so you have an Ally (Japan is the best option for their contractors, but I did win with ESA: the key is to have someone who gives you a science bonus, additional contractor options, and cheap Joint Missions) and at least a Competing, ideally an Antagonistic agency (for funds boosts). Just be aware of what you've chosen and play towards it. Expansion Expertise could be useful (building research is hard to discount otherwise), as could In the Name of Progress (avoiding penalties for failure is great in ironcore), Rocket Scientists (you have to reach the end of the Vehicles research tree, after all), or even Bidding War (China's contractors aren't the best). But that 's my style, and choosing it does mean you could theoretically research and build one less Mission Control expansion. tcelvis's guide to very hard recommends Operations Specialist, and I can see that being useful, but I find that a) early game I don't have enough missions to fill the extra slot before I'd get a Mission Control anyway, b) midgame I can barely afford the missions for the slots I have, and c) late game I don't need it. Money is tight, especially midgame, so these help a lot. There's a little more flexibility in your other three points of bonus than you might think, but I recommend the three Economical bonuses (Architecture, Assembly, Construction). This is one place where ironcore limits our options: no reloading means Failure Is Not An Option can be a real problem, as can the lowered payload or launch reliability options. To fully fill out your bonuses after taking the 2-point Pathfinders, you'll want one negative (malus): I recommend Not Because It Is Easy, since we'll be running behind most of the game anyway and skipping a lot of milestones, so we won't even get the top-three bonus anyway. I recommend Pathfinders first and foremost: you need that reduced Mission research cost to get anywhere with the disadvantages we're piling on voluntarily, and honestly the late-game techs are so expensive you'll wish you had it if you don't. A Long March 2 (with the appropriate supplemental booster of 4 more Long March 2s) can even lift a Crewed Moon Landing.Ĭompare this to NASA, for instance, which needs a second-tier booster to reach Lunar Orbit. A Long March 1/Long March 1 can make it to Lunar Orbit, and a Long March 1/Scout can put an Animal in Space. China's tech tree is simply great: not only do they have a lighter Crewed Moon Landing load than anyone else by a large margin, but their early-game rockets are great. But there are three things to remember when you're choosing an agency even when you don't keep their bonuses the same: you get their tech tree, you get their base layout, and crucially you don't have to play against them.įor these reasons, I recommend China (I use China) or USSR/Russia (they usually win if I don't, so getting them out of the game is valuable). Since I highly recommend customizing the agency bonuses, it doesn't matter as much which agency you choose. ![]() But that brings us to the real decision:Ĭhoosing and then customizing your agency. I disable the tutorial you don't have to, I suppose. So the difficulty customization is basically set for you by the difficulty I'm addressing: very hard/ironcore/auto-resolve all. ![]()
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