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Solar Settlers

Solar Settlers is a game by BrainGoodGames. They're making "competitive single-player" strategy games: You don't compete against other players (unless you feel like grinding the ladder), but the game ranks you based on the number of games won and lost, and adjusts its difficulty to keep you challenged.

Its about colonizing a solar system. To win, you must settle a sufficient number of colonists in habitats in a certain number of turns, and these numbers go up and down respectively as you rank up. It's all very abstract, in a kind of Euro-board-game style. You start on the center of a small map with three colonists. The map is split into sectors, with most being unexplored. After moving a colonist to an explored sector, you can explore an adjacent one. The sectors can contain open space, or various different planets. Your colonists can obtain different resources from planets:
  • Hydrogen: Is expended whenever you move. There are no other limitations: You can move a colonist over the entire map in one turn if you have enough.
  • Oxygen: Every colonist not settled in a habitat consumes one unit at the end of turn.
  • Iron: The main resource for building improvements, but you'll need the other resources too.
  • Cards: You draw a random card that represents a possible upgrade to a planet (or a star base that you can plop down in empty space). Apart from a few exceptions, those cards are the only way to construct habitats, so they're very important.
  • More colonists

Upgrading a planet will "overwrite" any yields it had before. For example, the Metropolis card costs 3 iron to play and provides 5 habitats, but it doesn't do anything else, so you'd better make sure to only play it on a planet you don't need anymore. The Industrial Mine card upgrades rock planets and allows you to earn 3 Iron per colonist but only if three colonists are on this planet at the moment.

There are a few more wrinkles: Many planets, such as the Industrial Mine, produce (sometimes wildly) different yields depending on the number of colonists on them. The outer sectors of the map are locked until you have enough military strength. (There are no battles though, it only serves to unlock the sectors.)

At low ranks, it feels rather casual, but when you reach the higher ranks, it becomes a mad race for more colonists, and more oxygen to keep them breathing, and more cards to settle them before the turns run out. I'd recommend to play a few low-rank games to get a grip on the mechanics, and then select "Placement Match" in the options menu. Depending on your performance in that match, the game then might let you jump ahead several ranks at once. I really like the way the difficulty adjusts. I always feel pushed to get better, but it never feels frustrating for me.

What I like less is that is has some free-to-play like mechanics - although it isn't FTP at all, luckily. You earn XP for matches that unlock new cards, or playable races. There are also daily quests that gives you bonus XP.

It's also discounted this weekend, as are many other board games (and board-game-like games).

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Surprising fun game. So far at around rank 12~13 with humans but is it me or does losing 1 game just kill your rank? Finally got a starting stategy. Defintely claim the gas and oxygen with your 1st 2 settlers and the 3rd one can mine but if there is a population card and the starting card doesnt generate pop, I will go for the pop because man you gotta expand really quick or you won't make the turn limit. Also really feels constrained because you can't really terraform oxygen and gas tiles so you can only realistically turn water and rock cards into habitats. Any card that lets you move 2 tiles have to be high priority also.
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My strategy tends to be, after securing fuel and oxygen, to go for military if possible. The locked sectors are just that awesome. Alien Cloning Centers, for example. Alien Ruins are also great, you can get 4 oxygen and iron from them, but only once. There are some ways to avoid relying on gas giants or jungle worlds. The Processing Facility can trade 1 iron for 6 hydrogen or 4 oxygen, for example. The Alien Ruins I mentioned before are a great help for your colonists to survive the next-to-last turn, before they all rush into the habitats. If I have two jungle worlds, I often end up building a Hunting Colony, Barracks or Mutation Range. Warrior Commune still keeps good oxygen yields, and can upgrade your military score.

But yeah, without an early 2-move card, the game becomes much harder.

I feel like the later races are OP, starting from the Yon to Terlunai, I just went placement match -> rank 25 -> real match -> next race. With the Terlunai I lost once after the placement match which sent me several ranks back, as you said. I don't think I'm really that good, so I should go back to the humans, for a change.
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Now rank 16 and i feel that i hit a hard wall can’t win if you can’t get power early but that is so fickle dependant on draw rng
Youtube Channel Twitch aka Mistoltin
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Now rank 18 and I found that in some openings, I am going oxygen and double metal first. Definitely some kind of skill test here.
Youtube Channel Twitch aka Mistoltin
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This is surprisingly fun. I like the puzzle aspects of figuring out how to get everything you need, quickly enough to beat the time limit.

How often do you discard cards for the resources? Most of the cards have their uses, but some seem like the better value is to just take the extra pop or oxygen or whatever for dumping it.
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i scrap a lot of cards but trying to explore uses right now. Definitely scrap the 3 iron housing like 95% of the time. Use free cards especially the one that give housing. Prioritize ones that give military and pop+ cards if you need to.
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Got it. It's fun. I played 4 hours straight. Haven't lost yet though, feels more like a sudoku puzzle to me just make the optimal move and you win. Only rank 9 tho. 

How do you know what gives you extra points? Like what determines that fate rating? I've just been trying to finish settling asap.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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The difficulty level is definitely ramping up as my rank increases (only up to 9 so far). The home world providing less and less of value seems to be a big part of the difficulty curve.

I agree with RFS-81 that military is very helpful, so you can unlock the outer sectors for better planet options. Finding a source or two of fresh pop and getting your numbers growing is also crucial; my last game I almost left it too late and had to crank out 8 pop in the last couple turns to have enough people. Then I was scrambling to find enough fuel to move them all to habitats, of which I had way more than I needed. (Found two infested colonies and had a lot of military power.)

So far I like how the challenge changes as rank increases. Early matches were mostly finding enough oxygen and metal, then I was struggling to get enough habitats, now I am usually limited by pop and fuel. One more win with humans and I unlock the Formids; curious to see how that changes things.
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(August 8th, 2018, 11:30)haphazard1 Wrote: The difficulty level is definitely ramping up as my rank increases (only up to 9 so far). The home world providing less and less of value seems to be a big part of the difficulty curve.

I agree with RFS-81 that military is very helpful, so you can unlock the outer sectors for better planet options. Finding a source or two of fresh pop and getting your numbers growing is also crucial; my last game I almost left it too late and had to crank out 8 pop in the last couple turns to have enough people. Then I was scrambling to find enough fuel to move them all to habitats, of which I had way more than I needed. (Found two infested colonies and had a lot of military power.)

So far I like how the challenge changes as rank increases. Early matches were mostly finding enough oxygen and metal, then I was struggling to get enough habitats, now I am usually limited by pop and fuel. One more win with humans and I unlock the Formids; curious to see how that changes things.

Formids are my favorite so far. It's a horizontal and vertical race.

I'm having a lot of fun, but I still haven't lost yet. I've unlocked my 4th race. The closest I came to losing was when I didn't get any military cards to start and it took 3 turns to cycle a enough military to unlock x3 tiles. Exploring is the most important thing in the game. Each race has a very different strategy based on the homeworld. For me every extra resource matters. It's all snowball.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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