IXION | EP.27 – BRACE FOR IMPACT (NEW Sci-Fi Survival City Builder Let's Play)



IXION puts us in charge of Tiqqun Station – humanity’s last hope for finding a safe haven among the stars where the species can live on and prosper. With its overbearing and dark atmosphere, where humankind itself is on the brink of extinction, IXION feels like Frostpunk in Space in many ways – maintaining the peoples’ trust and keeping them fed, happy, healthy, and working are all crucial aspects of the survival colony management elements of the game. At the same time, we’ll seek to maintain the operational capacities of our space station, research new technologies, perform upgrades, and organize the multiple sectors of the station to specialize and work in tandem with each other.

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20 thoughts on “IXION | EP.27 – BRACE FOR IMPACT (NEW Sci-Fi Survival City Builder Let's Play)”

  1. I think it was 300 alloy to build the nuclear power plant so yeah it's a big reduction in cost.
    My thought is we don't need an electronics factory urgently. If you need faster production I think you can still upgrade the Polymer Factory and you can switch what the Waste Treatment Center produces at any time anyway. Looking at that docking bay being full of carbon, maybe building another Polymer Factory is the right move.
    You are right the cryonic centers in Sector 4 are not needed, I like this change! And Fire Stations in all sectors, that's great to see.
    Being overly prepared is better than being under prepared, especially for this system. I have a feeling the next episodes are gonna be chaotic.

    PS: The vohle jump sequence never gets old!

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  2. The mess halls feed 2400 now in sector 5, so you can get rid of the second one for now at least. I think that you should also look into getting a tier 2 in pop in that sector since you probably will need 1 or 2 cell housings there, which you already have the space for if you move those buildings up that you noticed before. Maybe look into the cell housing upgrades too since they probably become different buildings like the quarters did.

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  3. PE you should research tech that reduces the workers needed, like the one for electronics and so on. You can get around 60 works just from that since you are short on working force lately

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  4. Ohhh! Exiting!

    Thinking about it I would avoid the Piranesi as long as possible, only engaging when I have to. Just imagine it attacks, you have to run and there is nowhere to go :O Seeing the storm also makes me uneasy… Thank you for the content, I always enjoy watching yor gameplay, especially because you take the time and show us all the steps you take.
    Btw: Wasn't there a tech to reduce energy used by the Domotic quarters? That woud save so much!

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  5. At 41:43 you could easily fit a firestation behind the workshop (at least I think it is the workshop). Anyways there is just a forgotten piece of road blocking it. you can delete the road and move the firestation to leave more space for batteries or stockpiles or …

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  6. Oh man, another excruciating cliffhanger… WE WANT IXION! (shouted in the manner of a hungry and tired five year old waiting for Mum to cook dinner). 😊

    Awesome episode as usual, Party! I absolutely have to get this game when I get money for it (and time to play it without sacrificing work haha).

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  7. Right, so if you "slowly trickle" cryonic pods over, the workers first policy does absolutely nothing.
    Because you slow trickle 5, of which they'll wake up the 2 workers first, then immediately the remaining 3, then slow trickle another 5 or six.

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  8. Now, this is about where everything is new for me too, so I can be spoiler-free, since I don't know what's coming. 🙂
    Yeah, considering the state of the Etemenanki I wouldn't go even near poking at the bear until there's absolutely nothing else to poke.

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  9. You see, those waste recycling centres now generate 2 electronics now, but more importantly 65 alloys – that's about 3 airlocks each. Poop maintains the hull. The Hull. THE HULL! Praise it! FEED IT!

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  10. This resource juggling is the worst part of the game… entire resource management system really. One resource per warehouse, manually switch everything… why? It doesnt make game more challenging… I hoped they will fix it, but I guess not.

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