(CCPlays) Genesis Alpha One R2 (2 of ?): Expanding the Crew, and Taking EVERYTHING in the sector
In this episode of GAO R2 (Run 2), we are looking for additional O2 plants so we can expand the crew to 10. In the meanwhile, we are exploring the sectors and draining them of resources for potential trade later.
By this time, most of the crew have advanced to lieutenant or even commander, but the lack of additional crew means moving the limited crew back and forth between modules for optimization of module throughput. It's best to leave the crew at the most utilized modules, and that usually means refinery or tractor beam. Use those stations to "train" up the crew.
I have elected NOT to build a ship assault module at this time because exploring a shipwreck is hazardous with little gain. My crew needed the activity of beaming and mining and refining for the XP. Raiding the ships for them deprives them of that. We can do that later, when we have the game mostly won.
We are ALMOST ready for 2nd greenhouse, but I'd like to get some panels before we do that. We located a planet with a fern. We grabbed it with an away mission, then I have to go to the greenhouse terminal to deploy it to a planter, then wait for it to go to fully functional). Assign at least one crew to make sure it grows nicely.
NOTE: if you have 4 plants and one empty planter, there is a VERY rare chance that one of the plants may spawn a seedling in the empty planter.
With all 5 planters containing fern, we are making full 10 units of O2. We got cloning running for 2 more Human I, and now we have a full ten human crew. Got the rookies assigned to the refinery so they can build up a little experience for simple things. I've built enough storage to fit 200 units for trade later.
Our exploration has revealed us to be in the southeast section of Alpha One, and we have just about exhausted the local area. There are some high danger and critical danger planets just north, but I want to explore westward instead.
NOTE: hyperspace jump 1 sector takes no fuel. If you have 1 hyperspace engine, your jump capacity increase by 1 (to 2, using 1 fuel) and sensor range increases to 2, so you see 5x5 square around yourself.
NOTE: Consider building some robot store closer to hangar / tractor so the robots will NOT have to run all the way to the bridge to rest.
EXPANSION PLANS: we can use medical research module in case the crew gets sick, which is inevitable. Maybe build an alien containment if we want to keep and research prisoners. Adding hyperdrive and shield can help us explore more difficult sectors, but we need specialized resources for that. We haven't had much spore infiltrations as of now, and I plan to keep it that way.
Layout, again is as follows:
Zone 1: Bridge, quarters, reactors, lounge, leave enough room for more quarters and more recreational facilities, such as bar or cantina. Consider going 3D by using lounge's upper level exits for corridor and more quarters, but may be a bit harder to reach in case you want to patrol it.
Zone 1.5 (?): medical research, cloning lab (I to III), and biotanks, these can go in Z1 or Z2
Zone 2: Greenhouse(s), maybe reactors, maybe shields, leave enough room for additional greenhouses later
Zone 3: Tractor beam / storage / workshop (note: leave enough room for expansion of storage and replacement of workshop later)
Zone 4: Hangar // deposit // refinery, maybe alien containment and ship assault, MAYBE extra deposit if you build up a serious stockpile
Separate each zone with a corridor, add robot station when available. They can hold regular or combat robots. Block both regular and crawlspace with forcefields, and put a turret in the middle of the module (both upper and lower) as a blocker.
I personally don't ever use panic room, security gate, spawning chamber, beaming station, or turbolift. I don't usually build multi-level ships. I may attach additional crew quarters to upper entrances of a lounge/bar though, if I don't have room below.
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