Thought I'd raise this topic for the pioneers among us, maybe to avoid reinventing the wheel, or finding different merits to others perspectives / methodologies.
Just want thought exploration from us, maybe someone has solved the early game with a brute force approach (who knows)
Performance Benchmarking
I assume most of use agree the points system is a useful, but weak sign of an accounts value.
In the past I normalized performance over time against a "70%ofPoints pure miner benchmark" which could reasonably predict a players deserved rank if they started on equal footing in a new uni.
Early Game Build (Rule of Thumbs)
Costs in early game mines with approximately equivalent ROI's @ Metal 14 , Crystal 11 - Deut <5, and Solar Plant are ~75% Metal & 25% Crystal
Rule of Thumb: Early Game Production should be 75% metal / 25% Crystal
The demand for deuterium is based more on constraints, such as the desire for a robotics factory, satellites, or researching for small cargos.
Early Game Build (Tactical Considerations)
1. I've been a proponent of 'too-early' game satellites, as the ROI of a satellite needs adjusting for the time savings of earlier production.
2. For the active person, the investments in storage facilities can be delayed, buy housing raw materials in 'work in progress' buildings. Since Metal 14 is the first building over the 10,000 first limit, and that payback periods on buildings in a 5x economy (3:2:1) are approximately 2+ hours, that's the equivalent economic saving until they become necessary.
3. Given the choice between building a mine and building a solar plant, when energy is breakeven, building the mine is the better investment, due to the time saving ability to allocate energy to focus production on the raw material shortages for the next upgrade.
...I'm still figuring out this astrophysics thing, that replaced the 8 colony constraint.
...and browsing the latest tools.
Discussion is open.