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once fully upgraded the ratios are:
3 extractors to a belt
1 adder to 1 extractor
2 multipliers or subtractors per extractor.
that being said, 5 extractors on a belt and 5/10 machines does work very well for the middle of the game while still pursuing upgrades
With that same workbook, I copied and pasted the tables into Word to create a document that I exported to PDF, so that I could share it with my streamer and his community. I have no idea if anyone found it useful. I might refine my file, so that it can become a dynamic PDF file. With a computer that has two or more screens, a second screen could have the file open, so that as milestones are reached, they can be checked off the list.
As well, I spent quite a bit of time in both games designing layouts that I believe would be helpful for creating ever larger numbers. I am reaching the throughput limit of everything with all the bonuses researched. I use the same designs as shown in 'My Tools', but extend them vertically and horizontally. Also, I make extensive use of the storage cells. They are very useful as balancers for multiple output belts.
Anyway, I thought that I would contribute a little something to this guide that others might find handy.
I created a simple Excel workbook to track my progress for my first game.I think that I had the same numbers as the streamer that I watched play this last year, for most of the levels. When I played my second game, I noted the same thing that others did. After Level 10, the numbers are random, but they seem to stay within the same set, collection, or group.
My Game #1 (Levels 11-30):
65; 110; 208; 353; 451; 596; 694; 739; 837; 982; 1380; 2625; 3223; 4468; 5066; 6311; 7909; 8154; 9752; 16997
My Game #2 (Levels 11-24):
96; 141; 239; 384; 482; 527; 625; 770; 868; 913; 1611; 2856; 3454; 4699
We can probably generalise this as:
?? (where, 47 < ?? < 100), 1##, 2##, 3##, 4##, 5##, 6##, 7##, 8##, 9##, 1###, 2###, 3###, 4###, 5###, 6###, 7###, 8###, 9###, 1####
The amounts required grew incrementally.
Levels 11-30:
800; 1000; 1500; 2000; 2500; 3000; 4000; 5000; 6000; 7000; 8000; 9000; 10000; 12500; 15000; 17500; 20000; 25000; 30000; 35000
level 12 = 178, 1.0K needed
so def. random.....