Editing Intermediate Midgame Guide
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=== Power === | === Power === | ||
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− | + | ==== Geothermal power ==== | |
+ | [[Geothermal generator|Geothermal power]] is an important source of power from mid-game onward, as it is constant and high-powered. You will need to research Geothermal Power first before you can unlock it, and the generator itself is quite costly (though affordable in midgame). However, once researched and built you can have a constant power supply; you can even have some excess power until lategame. | ||
− | + | Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base. Take care, however, not to enclose your generator within a room without suppling ventilation to the outside. | |
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=== Laboratory === | === Laboratory === | ||
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Create redundancies for important facilities of your base. | Create redundancies for important facilities of your base. | ||
− | * Power can be stored in disconnected batteries. They will discharge at 5W, which will deplete a full battery over 120 days. Either put the reserve batteries behind a switch, or keep them disconnected in a stockpile. Their main use comes immediately after a short (" | + | * Power can be stored in disconnected batteries. They will discharge at 5W, which will deplete a full battery over 120 days. Either put the reserve batteries behind a switch, or keep them disconnected in a stockpile. Their main use comes immediately after a short ("Zzzt..."), when all main batteries will be completely empty, often leading to a brown out if you depend on wind or solar energy. |
* Strategically placed stockpiles of wood can provide backup heating during a solar flare or cold snap. Mark these wood stacks "forbidden", so your colonists will not use them during regular operation. | * Strategically placed stockpiles of wood can provide backup heating during a solar flare or cold snap. Mark these wood stacks "forbidden", so your colonists will not use them during regular operation. | ||
* Since electric stoves do not work at all during a power failure, it can be useful to have a fueled stove as backup. If some of the food in your freezer is about to go bad during a solar flare, this will allow you to quickly cook some meals and extend the shelf life of the ingredients. | * Since electric stoves do not work at all during a power failure, it can be useful to have a fueled stove as backup. If some of the food in your freezer is about to go bad during a solar flare, this will allow you to quickly cook some meals and extend the shelf life of the ingredients. | ||
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Devilstrand is an excellent choice as a mid-game fabric, providing good protection and can be farmed. It can net a large amount of silver for every harvest, but it's very slow-growing. | Devilstrand is an excellent choice as a mid-game fabric, providing good protection and can be farmed. It can net a large amount of silver for every harvest, but it's very slow-growing. | ||
− | Psychoid can he harvested and made into drugs, which can sell for a lot. Be careful with drugs as colonists with the | + | Psychoid can he harvested and made into drugs, which can sell for a lot. Be careful with drugs as colonists with the chemical interest or fascination [[traits]] will binge on drugs if given access to them. |
Smokeleaf can be harvested and rolled into [[smokeleaf joint]]s which can sell for quite a sum as well. It takes more work to craft, but it's also less dangerous than hard drugs which can cause immediate addiction, but smoking it carries quite some debuffs. | Smokeleaf can be harvested and rolled into [[smokeleaf joint]]s which can sell for quite a sum as well. It takes more work to craft, but it's also less dangerous than hard drugs which can cause immediate addiction, but smoking it carries quite some debuffs. | ||
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Once you've taken care of your food supply, you can spare some more land to grow plants to make drugs out of. They can provide a boost to colonists' mood, improve their performance at work, protect against disease or sell for a lot of silver. | Once you've taken care of your food supply, you can spare some more land to grow plants to make drugs out of. They can provide a boost to colonists' mood, improve their performance at work, protect against disease or sell for a lot of silver. | ||
− | Be careful with drugs, especially when you have colonists with the | + | Be careful with drugs, especially when you have colonists with the Chemical Interest or Fascination [[traits]]; you will have to keep drugs away from them, or they will binge on them and get addicted or die from [[overdose]]. |
[[Neutroamine]] can only be purchased from traders, and is needed to make [[medicine]], [[penoxycyline]] and [[wake-up]]. Consider carefully how much of each drug you will need when deciding how to use this resource. | [[Neutroamine]] can only be purchased from traders, and is needed to make [[medicine]], [[penoxycyline]] and [[wake-up]]. Consider carefully how much of each drug you will need when deciding how to use this resource. | ||
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To make beer, you need to have Brewing researched. Then, you will need to grow [[hops]]. Next, you will need to build a [[brewery]] and some [[fermenting barrel]]s Your colonists will turn hops into wort, a precursor to beer. They will then haul wort into the fermenting barrels and wait for the beer to be made. | To make beer, you need to have Brewing researched. Then, you will need to grow [[hops]]. Next, you will need to build a [[brewery]] and some [[fermenting barrel]]s Your colonists will turn hops into wort, a precursor to beer. They will then haul wort into the fermenting barrels and wait for the beer to be made. | ||
− | + | Colonists can enjoy a beer occasionally (every 2.5 days or so) without risk of addiction. They can also drink quite a lot in one go without getting addicted, but then they will need to wait longer before their next drink, and they risk getting a hangover. | |
==== [[Smokeleaf joint]] ==== | ==== [[Smokeleaf joint]] ==== | ||
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Stimulant drug that improves consciousness and reduces the need for sleep. | Stimulant drug that improves consciousness and reduces the need for sleep. | ||
− | It does not provide any mood buffs but it | + | It does not provide any mood buffs but it isn't as addictive as other hard drugs. Colonists can take 1 every 3 days without getting addicted so it's good for occasional use. |
==== [[Penoxycyline]] ==== | ==== [[Penoxycyline]] ==== | ||
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Wool is best for insulation. | Wool is best for insulation. | ||
− | For your soldiers, you should always have [[ | + | For your soldiers, you should always have [[armor vest]]s and [[advanced helmet]]s. Just this can protect against a large part of the damage taken. If you're short on materials you can always use the [[simple helmet]], which is significantly cheaper though providing less protection.<br> |
Melee fighters should have [[shield belt]]s, though these may be harder to obtain as [[uranium]] is rare and raiders don't come with shields that often. | Melee fighters should have [[shield belt]]s, though these may be harder to obtain as [[uranium]] is rare and raiders don't come with shields that often. | ||
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*'Worker' allows colonists to wear casual clothes, but not armor. Best for your workers who don't engage in combat much. | *'Worker' allows colonists to wear casual clothes, but not armor. Best for your workers who don't engage in combat much. | ||
*'Soldier' allows colonist to wear armor and some clothes beneath them. | *'Soldier' allows colonist to wear armor and some clothes beneath them. | ||
− | **By default, jackets and dusters aren't allowed; you should allow them as they can provide extra protection on top of your | + | **By default, jackets and dusters aren't allowed; you should allow them as they can provide extra protection on top of your armor vests. |
*'Nudist' makes them wear nothing other than headgear, and obviously is intended for your nudist colonists only. | *'Nudist' makes them wear nothing other than headgear, and obviously is intended for your nudist colonists only. | ||
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For melee: | For melee: | ||
*[[Longsword]]s are the must-have weapon for melee colonists, being the highest damage dealing melee weapon in the game. | *[[Longsword]]s are the must-have weapon for melee colonists, being the highest damage dealing melee weapon in the game. | ||
− | *[[Mace]]s are cheaper and deal blunt damage. It's also more effective at fighting armored enemies as most armor protect poorly against blunt trauma. | + | *[[Spear]]s or [[gladius]] are cheaper but deal less damage, as such you should leave these for lower-skilled colonists. |
+ | *[[Mace]]s are cheaper and deal blunt damage, best used by wardens for taking down escaping prisoners or berserk colonists without killing them. It's also more effective at fighting armored enemies as most armor protect poorly against blunt trauma. | ||
=== Prosthetics & Organ Replacements === | === Prosthetics & Organ Replacements === | ||
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==== Organs ==== | ==== Organs ==== | ||
− | You can buy natural organ replacements from traders, or brutally harvest them from colonists and prisoners. Harvesting them gives a mood penalty for the whole colony (except your trusty [[psychopath]] colonists), a dire mood debuff of -30 to the victim, and also affects Factions relations between yours and the one the victim belongs to. So think twice before harvesting organs from anyone. Never harvest from colonists unless in the direst of situations. | + | You can buy natural organ replacements from traders, or brutally harvest them from colonists and prisoners. Harvesting them gives a mood penalty for the whole colony (except your trusty [[Traits|psychopath]] colonists), a dire mood debuff of -30 to the victim, and also affects Factions relations between yours and the one the victim belongs to. So think twice before harvesting organs from anyone. Never harvest from colonists unless in the direst of situations. |
As of 1.0 the only organ replacements are the [[bionic heart]] and [[bionic stomach]], though mods exist to add more bionic organs in-game. | As of 1.0 the only organ replacements are the [[bionic heart]] and [[bionic stomach]], though mods exist to add more bionic organs in-game. | ||
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====Kiting==== | ====Kiting==== | ||
− | Kiting is the method of using a colonist as bait for an attacker to run towards, and a second colonist taking shots off while the attacker is focused on the first. It does not work if the raider has a shield | + | Kiting is the method of using a colonist as bait for an attacker to run towards, and a second colonist taking shots off while the attacker is focused on the first. It does not work if the raider has a personal shield that protects them from bullets. Note: Colonists incapable of violence can still act as bait. |
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