Alonso Base – Cheap Starting Fortress for Neter Campaign – RTG Version

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Author: Terpsitur

Last revision: 23 Feb, 2021 at 23:12 UTC

File size: 23.61 KB

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Description:

Alonso Base – RTG version is meant as a cheap but nice looking alternative to the current starting fortress in the Neter campaign.

Unlike the default starting fortress in Neter, Alonso Base – RTG version is unarmed and has no integrated radar, however, it is almost 3x cheaper, has more Material Gatherers, more Build / Repair units and is completely powered by RTGs and an electric engine, thus incurring no running cost. It is the perfect base if you just want a simple, reliable ressource gathering and construction outpost, without having to worry about constant fuel supply.

It is fully automated and will manage itself due to a small AI + ACB setup, which allows it to steer toward the nearest ressource depot and sit there at a reasonable low altitude.

It also has a proper construction crane for building your units, and cranes are cool. 🙂

There is also an alternative fuel engine version of the Alonso Base in the collection above. For more details on the difference between those version, please check the FAQ below.

Stats:

– Cost: 13.946 Materials

– Engine power: 810

– Power type: Electric engine powered entirely by RTGs

– Material storage capacity: 626.500*

*this can be easily increased by placing more containers on the fortress

Equipment:

– 14 Material Gatherers

– 26 Build / Repair units

– No Armament

– No Radar

– No Refinery

FAQ:

What are the main differences between the fuel engine version and the RTG version of this base?

The equipment for both is the same and the design is almost the same (the fuel engine required slightly more room). However, the fuel engine version is initially 6180 materials cheaper to build than the RTG version. It will also be cheaper to run as long as you keep below this price advantage of 6180 materials for the ongoing fuel cost. The tipping point comes after ~4h 26min of continued fuel burn at the needed 0,36 materials/sec for the fortress. Thus, after this time, the running costs of the fuel version will continue to become more expensive than the initial, higher upfront cost of the RTG version.
The fuel engine version also has no battery capacity.

Which version should I use?

It depends, as they both have their strengths and weaknesses:

– Use the RTG version if you…

… don’t want to bother with min-maxing everything and just want an initial, relatively cheap ressource base
… like the idea of your fortress to also produce battery energy on the side to also serve as an charging station for e.g. your cargo transports
… like to simplify your logistics, as the RTG version can simply give away all or use all the materials it has for your constructions, as it needs no fuel reserve
… given the choice, value a sleek style for your powerstation over radiation poisoning 😀

– Use the fuel version if you…

… are a min-maxer by heart and know you can put the initial savings of 6180 materials to good use for quick expansion at campaign start
… confidently can say that after more than 4 hours of campaign time, your logistics will be able to handle the small running costs of the fuel engine
… are responsible enough to always let the fortress keep a small amount for fuel supply, or else it might disintegrate
… estimate that you can win the campaign in less than 4h 26min after you build it, e.g. when base building at later stages in the campaign
… appreciate a nice chunky boi of an engine as your powerstation 🙂

Should I switch/retrofit fortress versions during the campaign?

Depends heavily on your current situation:

Switching from RTG version to fuel version may make sense if you quickly need additional 6180 materials for an emergency defence. Switching from fuel version to RTG version is a safe move if you can afford the upgrade cost and do not need the materials for more pressing matters.