![]() Scavenger World: Most of the construction resources you find around the settlement are the ruins of older buildings that your colonists gradually break down so other things can be built from them.Thankfully there are no more than a few of them in any one map. They spit damaging compounds, have a huge health pool, and generally require several specialists to take down. Like the namesake, they are burrowers and can mostly be found in sandy areas, but rather than "swim" they seem to be ambush predators, digging underground bivouacs to lie in and conserve energy while waiting for prey to draw near. Sandworm: Technically they're giant mutant centipedes, but still referred to as "sandworms".In the early game, many of these will be scavenged from the environment around the colony as well as ruins further afield, but options to produce or trade for those resources open up as the colony develops. Various medicines for treating ailments, fiber for clothmaking, cloths for wearing, tools for doing work, and all the variety of more advanced materials need to be sourced. In addition to being drunk, many buildings require water, and more advanced buildings require electricity as well. Colonists require sufficient food, and not only in totals, they require a variety of food and food that's well prepared to stay fully healthy. Buildings need construction material stockpiled to be built as well as to be repaired when it inevitably is damaged or worn down. Resources Management Gameplay: A huge part of the gameplay.The "Alternative Proteins" advancement in the Tech Tree allows you to build climate-controlled bug farms for this purpose. Reduced to Ratburgers: Your colonists don't seem to mind, but your food sources can include scavenging for cockroaches, crickets, and various worms.Random Event: Every few days or so, your colony will have an event of some kind that will require you to make a choice.Non-Entity General: You aren't any colonist in particular, although many events portray you interacting directly with the other colonists.Nominal Importance: Specialists have unique portraits, names, and a short biography displayed when they arrive.Nobody Poops: Averted after the Tainted Earth update: Outhouses are the first step for maintaining the hygiene of your colonists, but accrue pollution quickly.Of course, you still have to dig these coins up among the ruins. Other colonies, mercenary specialists, and even bandits will accept silver coins as currency, despite that there is no government to back them. Money Is Not Power: Conspicuously averted, given the After the End setting.Depending on how strong your gate is and the quality of the people manning it, the bandits can either be driven back completely, moderately crippled when they begin their assault in earnest, or barely even affected. Hold the Line: when your base is assaulted by most bandits, they will first attempt to breach the front gate. ![]() Specialists are also the only ones who can leave the colony to interact with the world map. While you can turn ordinary colonists into defenders with your guard posts, your specialists will always be far more adept at fighting.
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