![]() ![]() Late game: Using same starting ship (so keeping fuel and supply costs low), the map should be explored to the point that you know where all the ports are. That doesn't change gameplay much, so "mid game" is really just an extension of the beginning game. Mid game: There is no mid game, as profits go to lodgings and/or savings. If you're reading this guide, you will have plenty of Echoes so won't have to worry about achieving 100% conceptual efficiency. It is a lot better to make it home safely with a few less net Echoes than to take chances trying to squeeze out a few more Echoes and get killed in the process. You can lose crew, supplies and/or fuel to event or attack similarly you can get a sudden jump in Terror, etc. You always want to keep a reserve in case something unexpected happens. If Salt Lions are on your way back home and you have cargo room, great, if not, no problem.ĭon't take chances trying to make mapping loops just a bit bigger so you can map a bit more before returning to port. The exception is running Sphinxstone from the Salt Lions, but you don't even want to focus on that. Early game, you do NOT want to do cargo runs, including the Venderbight Last Tour, ignore guides that say you should. Reliable money comes from turning in port reports to the Admiralty. Full Power to the Engines risks hull damage, lost crew, and Terror, but don't hesitate if you're in real danger Your engines MIGHT blow up, but that's usually better than being seriously damaged or destroyed. Run from enemies unless they're super weak. (See later spoiler-filled section for more details). More on this later.Įarly game: Still in a small ship, but with a few thousand echoes. ![]() Your income comes from exploration and "special cargo" you can find in some ports and/or from events. Do not attempt to buy cargo from *regular shops* to sell. Your echoes are best spent on fuel and supplies, in roughly an 8 Fuel : 5 Supply ratio using starting ship. Beginning game: Small ship so low fuel costs. ![]()
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