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{{Infobox main|misc | {{Infobox main|misc | ||
| name = Comms console | | name = Comms console | ||
− | | image = | + | | image = CommsConsole.png |
| description = Allows radio contact with other factions and [[Trade#Orbital|orbital traders]]. | | description = Allows radio contact with other factions and [[Trade#Orbital|orbital traders]]. | ||
| type = Building | | type = Building | ||
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=== Trade ships === | === Trade ships === | ||
− | Trade ships randomly appear as part of an [[Events#(Trader type)|event]]. You will be automatically notified when a trade ship appears if a comms console is powered (ships can still arrive unannounced during a [[Events#Solarflare|solar flare]], for example). In any case, the ship leaves in 16 hours, or {{ | + | Trade ships randomly appear as part of an [[Events#(Trader type)|event]]. You will be automatically notified when a trade ship appears if a comms console is powered (ships can still arrive unannounced during a [[Events#Solarflare|solar flare]], for example). In any case, the ship leaves in 16 hours, or {{ticks|40000}}, after arrival. |
A powered [[orbital trade beacon]] is required to initate trade, and items must be placed in a beacon's radius to be traded. While it may seem logical that a passing orbital trader could be contacted from any colony with a comms console, the game does not work like that. Any orbital trade notification is tied to a specific colony, and ''only'' that colony has the option to trade with them. | A powered [[orbital trade beacon]] is required to initate trade, and items must be placed in a beacon's radius to be traded. While it may seem logical that a passing orbital trader could be contacted from any colony with a comms console, the game does not work like that. Any orbital trade notification is tied to a specific colony, and ''only'' that colony has the option to trade with them. | ||
− | Trade ships from the [[ | + | Trade ships from the [[Empire]] {{RoyaltyIcon}} will only appear if a colonist holds the [[title]] of Baron or higher. |
=== Factions === | === Factions === | ||
At a comms console, you can call on any human [[faction]] to ask for the following: | At a comms console, you can call on any human [[faction]] to ask for the following: | ||
− | * Request [[trade|trade caravans]]. Ask a faction to send a trader of your choosing (bulk goods, combat supplier, exotic goods). The faction must be an [[ally]]. This costs 15 [[goodwill]], and has a cooldown of 4 days. | + | *Request [[trade|trade caravans]]. Ask a faction to send a trader of your choosing (bulk goods, combat supplier, exotic goods). The faction must be an [[ally]]. This costs 15 [[goodwill]], and has a cooldown of 4 days. |
− | * Request immediate military aid. Friendly "raiders" arrive via [[drop pod]]. Tribal factions will politely decline, and the faction must be an [[ally]]. This costs 25 [[goodwill]], and has a cooldown of 24 hours. | + | *Request immediate military aid. Friendly "raiders" arrive via [[drop pod]]. Tribal factions will politely decline, and the faction must be an [[ally]]. This costs 25 [[goodwill]], and has a cooldown of 24 hours. |
*Request location of a [[persona core]]. Creates an item stash [[quest]] containing the persona core. This can only be done once [[Research#Starflight Basics|Starflight Basics]] has been researched, and requires 40+ [[goodwill]] with the faction. This costs 1500 [[silver]]. | *Request location of a [[persona core]]. Creates an item stash [[quest]] containing the persona core. This can only be done once [[Research#Starflight Basics|Starflight Basics]] has been researched, and requires 40+ [[goodwill]] with the faction. This costs 1500 [[silver]]. | ||
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=== Children === | === Children === | ||
{{Main|Children#Learning}} | {{Main|Children#Learning}} | ||
− | [[Children]]{{BiotechIcon}} will use the comms console for ''Radio talking'', which | + | [[Children]]{{BiotechIcon}} will use the comms console for ''Radio talking'', which fufills their Learning need. Using the comms console for other purposes disrupts their play. |
== Analysis == | == Analysis == | ||
− | Comms consoles are ultimately not vital to a colony's progression, but are very valuable tools when used correctly. Sharing its research with the [[hi-tech research bench]], colonies will naturally unlock the ability to build one. Note that it cannot be uninstalled, only deconstructed, so plan before you place it. | + | Comms consoles are ultimately not vital to a colony's progression, but are very valuable tools when used correctly. Sharing its research with the [[hi-tech research bench]], colonies will naturally unlock the ability to build one. Note that it cannot be uninstalled, only deconstructed, so plan before you place it. |
− | Trade ships are uncommon, but | + | Trade ships are an uncommon, but vast source of buyable materials, from [[steel]] and [[plasteel]] to [[component]]s to [[neutroamine]], without having to create a [[caravan]]. These types of materials can impede a colony's advancement. The further away neutral/friendly [[faction base]]s are, the more useful trade ships become. Of course, a means of [[Money_making_guide|making money]] is almost required to actually buy things from trade ships. Trade ships will often buy and sell items that are impractical with caravans, including large supplies of [[stone blocks]] which can save a tremendous amount of time in constructing a base. |
− | + | Most other uses of the comms console all require an [[ally|allied]] faction. Outlanders are preferred allies for trade due to their higher tech level, and thus higher tech items on offer. The [[Empire]] {{RoyaltyIcon}} will only trade with a [[titles|Knight/Dame]] or higher, but is even more advanced. Also, only outlanders and the Empire are at a high enough tech level to send immediate military aid. Caravans might cost goodwill to call, but being able to specify the trader type and call them almost at will means that large volumes of merchandise can be bought and sold without running into the restock timers of [[faction base]]s or the infrequency of trade ships. It is advisable to gift some portion of the what you intend to sell to make for any goodwill loss from calling the caravan that still remains after trading, and its associated goodwill bonuses, has concluded. Assuming the caravans are being fully exploited for their silver and goods, this is typically only a fraction of the value each call should extract and calling caravans should easily remain profitable. | |
− | Most other uses of the comms console all require an [[ally|allied]] faction. Outlanders are preferred allies for trade due to their higher tech level, and thus higher tech items on offer. The [[Empire]] {{RoyaltyIcon}} will only trade with a [[titles|Knight/Dame]] or higher, but is even more advanced. Also, only outlanders and the Empire are at a high enough tech level to send immediate military aid. | ||
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− | Caravans might cost goodwill to call, but being able to specify the trader type and call them almost at will means that large volumes of merchandise can be bought and sold without running into the restock timers of [[faction base]]s | ||
Finally, asking for the [[persona core]] is the most consistent way of actually getting the core. | Finally, asking for the [[persona core]] is the most consistent way of actually getting the core. | ||
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== Version history == | == Version history == | ||
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<gallery> | <gallery> | ||
− | + | Comms_Old.png|The old comms console texture | |
</gallery> | </gallery> | ||
− | {{ | + | {{nav|misc|wide}} |
[[Category:Miscellaneous]] | [[Category:Miscellaneous]] | ||
[[Category:Trade]] | [[Category:Trade]] |