Welcome to a long series: How to Play Genesis Alpha One. This is episode 1: Good Start, where a GAO veteran plays through the game, while discussing how to start the game properly, your initial ship layout, how to secure your ship as a part of your layout, and much more.
If you need just the summary of this guide, you can watch a 12 minute version here: • How to Play Genesis Alpha One -- Rank 1 Ca...
If you are looking for a quick start guide, watch my concise guide playlist:
• Genesis Alpha One | 9 Tips New Players Mus...
You can also read this as a blogpost:
https://kconpcgaming.blogspot.com/202...
You can consider this both a playthrough and a strategy guide (i.e. tips and tactics). I am on a PC, but all of this should also apply to other versions.
Episode 1: Good Start -- • How to Play Genesis Alpha One (1/12) Good ...
Episode 2: Take it all -- • How to Play Genesis Alpha One (2/12) Take ...
Episode 3: Grab, Run, Heal -- • How to Play Genesis Alpha One (3/12) Grab,...
Episode 4: Aliens and Intruders -- • How to Play Genesis Alpha One (4/12) Alien...
Episode 5: Damage Control -- • How to Play Genesis Alpha One (5/12) Damag...
Episode 6: Stuck Robotnik -- • How to Play Genesis Alpha One (6/12) Stuck...
Episode 7: Derelict Assault -- • How to Play Genesis Alpha One (7/12) Derel...
Episode 8: Rogue Duel -- • How to Play Genesis Alpha One (8/12) Rogue...
Episode 9: Genesis Go -- • How to Play Genesis Alpha One (9/12) Genes...
Episode 10: Continue Plus -- • How to Play Genesis Alpha One (10/12) Cont...
Episode 11: Firefight -- • How to Play Genesis Alpha One (11/12) Fire...
Episode 12: Endgame -- • How to Play Genesis Alpha One (12/12) Endg...
Pre-game: Pick the right artifacts and the right corporation to start.
Ship Layout: 3 zones to start: Bridge / Reactor / Crew / Medical as zone 1, Greenhouse as Zone 2, Tractor Beam and storage as Zone 3. Higher the zone, higher the risk, and must be better defended. Remember block both upper AND lower.
Your starting ship has a bridge, but needs crew quarter, reactor, greenhouse, tractor beam, and storage. When you are ready for hanger, deposit, and refinery, those are zone 4, and you will need extra turrets and barriers.
Crew Assignments: you start with minimal crew, so you must shift crews between modules initially. Start with 2 to the bridge so you can scan your surroundings. Then run to tractor beam and setup initial defenses. Once you got those set, assign crew members to tractor beam and start gathering materials.
You don't have hangar or shuttle for away teams, so you can't touch planets (yet). As tractor would be your only source of material for a while, feel free to help out by using a workstation. Once you get more modules, you have to shift the crew back and forth until you can get a cloning facility running and expand the biosphere via greenhouse.
Planning Your Next Move: When you have exhausted the local debris fields, your bridge crew would have long ago finished scanning. Run back to the bridge and look at the results, and figure out where to go next. Remember which planets you didn't mine as you can come back later. Take all you can before building hangar / deposit / refinery / defenses. Your next immediate priority is a workshop, so you can make more turrets and barriers (gunpowder and battery respectively). And if you got extra framework (more than 20) you can make an extra Robotnik or three so your cargo can be moved faster. And you want the B1,W1, or P1 models, as those have more hitpoints and move faster. Obviously, you need to find their blueprints first.
Workshop Your Defenses: once you have enough material for a workshop, build one as you need more turrets and barriers. Once you got the workshop setup, put defenses, both upper and lower, at the chokepoints between Z1 and Z2, and between Z2 and Z3, both upper and lower, as discussed before. However, this can be delayed until you get hangar/deposit/refinery trio up.
NOTE: Later, when you meet more advanced enemies you may recover weapon fragments. When you get enough, you can research them and build your own.
NOTE: Workshop also controls which 4 weapons appear in your weapon rack, and if you start with artifacts that gave you better weapons, you may want to use workshop to add them to your loadout.
Planetfall Preparations: when ready, build hangar, deposit, and refinery. Refinery can take up to 3 crew, while hangar takes up to 4 crew. Shift crew between them as needed. Setup defenses as there are often critters that hid in the mineral bins. Start with 2 barriers and 2 turrets.
Away Missions: Generally, you only need to go with your away team if there are artifact site(s).
If you go, go for the artifact site first, else, help the crew with mining and defending against alien critters. Killing enemies is a good way to get biomatter and alien DNA/ weapon fragments to expand your tech.
When the shuttle is full or planet is empty, run back to the shuttle and launch.
Remember to defend the shuttle bay against intruders and hitchhikers upon return, if needed.
To be continued...