So, been playing for a while, but after many sacrifices I finally started building the damn Workshop. Yay!!
At this point of the game (August 1st year) I feel a bit lost though. I began building a second base for production and storage to both get some money to pay the excessive maintenance costs as well as getting rid of some stuff.
However, how long does it take to get better ships? I'm still stuck with the battery craft, which now that I got a contact which sells me craft weaponry I can actually use them to shoot down stuff (only the smallest ones though), but the worst part is the limited space to bring units and such. What's the fastest way to acquire/unlock a better ship? And are missiles worth it for the Airspeeder? Also, right now I'm feeling a bit overwhelmed with the enormous amount of weapons and ammo I can bring around, I have some preferences (especially "homemade" gear), but I would like to hear your choices, especially now that I found several contacts that let you buy some expensive stuff.
Speaking about unlocking, now I will soon use the Tiny Drill to open one of the Codex choices. Which one would be best for a Piratez's newbie? I kinda liked the mind control stuff from Xcom and the magic stuff of the mod, but I read that MC is not as good here, making the Gray Codex not as good as it should. Has the situation changed now with that Sorcerer outfit as well as the 3 Schools per Codex?
Another thing to ask is that I would like to know if there are outfits that completely nullify stun damage from undersea missions, I got that battery-ship to do those as well as have more units to deploy for specific missions but I'm unsure if they're worth doing.
As for hostages, any hints about how to best deal with them? Currently I like to research one or two at once by having 2 or 3 brainers investigating them, then enslaving the "spare copies". Are missions like these "church assaults" and "Trader Warehouses" infinite, or do they expire after several ingame months?
Lastly, here's my commentary about the new recruits: The Lokk'gars rock! They do wonders as snipers, archers and night-vision capable scouts, but they're quite fragile. At least now I have a reason to use "finesse-based" weapons like the rapier, but currently I don't know if they're viable for the entire game, as they have low hp and strength and little improvement regarding these. A research article to excplain their stats like that one for Female Ubers would be good, assuming there isn't one already.
Anyway, that's all for now, thank you for reading my posts and helping me so far!!