![]() ![]() Surviving the post-apocalypse means making impossible decisions. Specialists can set up outposts and gather materials, giving your colony an edge. Meet rival colony leaders and trade resources or compete for survival. Send your specialists outside your colony and into a procedurally generated world. Outfit your specialists with gear to defend the colony from attacking bandits and rampaging wildlife. Recruit over 80 unique specialists, each with their own skills and motivations, to manage your colony’s resources. Stay prepared, a natural disaster or environmental catastrophe can doom an ill-equipped settlement. Construct more than 130 buildings and survive a harsh world filled with danger. Go beyond the colony and explore the wastelands to gather resources, meet rival colonies, and uncover the world’s secrets.īuild and manage a colony of survivors after a world-ending event. That's 5 pop for 16 food/day instead of 2 pop for 12, so the extra 4 food a day cost me 3 pop points, yeah that makes sense.Survive and thrive in a post-apocalyptic future - resources are scarce, but opportunity calls! Build the ultimate disaster proof colony, protect your colonists, and restore civilization to a devastated world. So the cost of 16 meals in the mes hall is: 3 production cycles of 1 pop per day in the skinnerĢ production cycles of 3 pops in the mess hall, however many production cycles per day in the fields or green houses for the cabbage production and 2 production cycles for 1 pop per day in the logging camp. ![]() Skinner: 1 production cycle produces 2 meat Total daily production estimated at 16 meals (the prod/day values are estimates which are rarely reached due to downtime) The mess hall: cost for 7 mixed meals: 3 meat, 3 cabbage, 3 firewood, 3 pop points Production centers do not stock resources for use in production cycles, they get what they need for a production cycle and then fall into downtime while they wait for longer than the production cycle to get more resources, by which time the workers have left to eat or sleep or whatever else. There is no gain to upgrading the tailor or the toolshop either, the cost of better clothes and tools is too high, the production too low and if they do last longer it's not enough to make up the difference. What is even the point in having the tech to research? there are no gains. I have researched everything and would like to have a thriving community that is doing more than just getting by with their own production, but i can produce a total of 1 electronics or just over 100 components throughout the whole game, neither of which is enough to make any lick of difference. I have 1 rare metals deposit with 1043 rare metals. Electronics cost 10 components and 10 rare metals per electronics. Imagine components cost 10 rare metals and 4 plastic per component. All the others are balked, with production values that are not worth the cost. It's pretty shallow that the only production centers that are worthwhile are the forrester, the skinner, the looging camp, the sawmill and the aquafarm. No, not the electronics factory, production is too costly, find them on the world map ![]()
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