![]() ![]() Nowadays, I spam (turned off) steamhubs for automatons to refuel at, because I just don't worry about resources anymore. In the 5 year old graphical picture? Yes. If we had an honest discussion about this, we'd have to communitively agree on defining "Realistic amount of time", "Glitch-Usage", and a few other terms before defining what the true Maximum Speed is.īut that's a topic we'll likely never see. ![]() And the game tends to bug out around day 120. Either way, that would take 400+ in-game days of play to even be able to create those Automatons and Staff the Workshops. It would also be stupidly expensive to make 400 Automatons, which would require the "Delay the Storm" Trick to get that many Cores from Tesla, and possibly the Double-Outpost-Resources trick to speed it up. This is also ignoring 100% of the needs of your population. It's not realistically possible to reach that amount, as you'd complete the Tech Tree far, far before you ever could build that many. So let's add a Zero to that 400 and say the max is right around 4000%. maybe 400 Workshops can fit on the map, and without doing the math for the first 3 Workshops or Automaton's slightly reduced efficiency, we'll just call each Workshop 10% Rate. Max Research Rate would be filling the entire map with Workshops manned by your (max= 178) Engineers and Automatons, with Automatons replacing the Engineers at night. ![]() (Basically, it's a 50% save if I screw up, and I *do* screw up often). With 2 Prisons, this Event (if I trigger it by mistake), usually only happens with 1 of the Prisons, allowing me to get back at least half of my Prisoners on time. > There's this annoying event when the Prison Workers go to build, that if the night or day shift Workers who are "resting" are Building as the shift changes, then the current shift Workers go to rest, and since the shift that is supposed to come in is building, you get "Fault in the System" event, where no Workers are working in the Prison, causing all of the Prisoners to escape and for their time to be reset to 4 days in Prison once captured. Each event that locks someone up chose the Prison randomly, such as the Food Thief and then the multiple Food Theives (unless you push the Round-Up button- then it fills the one where you pushed the button). Those 2 Techs keep your Cookhouses nice and toasty. Have Heaters and Steam Hubs researched before the Double Temp Drop. Heat Zones are your friend.īut yeah, get your Workshop up by Day 2, at the very latest. The temperature drops hard and fast later. Don't get me wrong, the insulation is nice to avoid having to put things in Heat Zones for a short while, but it's pretty much just a "hey, you can use this in the cold for a short while" freebie. Generator Power & covering everything with Steam Hubs beats almost all Insulation and Insulation Tech. By the end of the game, almost all, if not all, of your buildings should be within Heat Zones, as the Heat Zone is capable of giving +4 (+6 with overdrive) Heat Levels. ![]() )Īnd just fyi Initial Insulation is nearly pointless. That's 12 Small Buildings instead of 10 closer ones. It offsets the starting buildings by 1 tile, but since the bottom half of the buildings still touch the Generator's Heat Zone, they all get the Heat Bonus. If you want to be cheeky and get more room for your initial buildings, you could use this layout: ![]()
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