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− | {{ | + | {{infobox main|misc| |
− | | name = Comms console | + | |name = Comms console |
− | | image = Comms console | + | |image = CommsConsole.png|160px{{!}}Comms console |
− | | description = Allows radio contact with other factions and [[Trade#Orbital|orbital traders]]. | + | |imagesize= 250px |
− | | type = Building | + | |description = Allows radio contact with other factions and [[Trade#Orbital|orbital traders]]. |
− | | type2 = Misc | + | |type = Building |
− | | placeable = true | + | |type2 = Misc |
− | | path cost = 50 | + | |placeable = true |
− | | passability = pass through only | + | |path cost = 50 |
− | | blockswind = true | + | |passability = pass through only |
− | | cover = 0.5 | + | |blockswind = true |
− | | minifiable = false | + | |cover = 0.5 |
− | | size = 3 ˣ 2 | + | |minifiable = false |
− | | flammability = 0.6 | + | |size = 3 ˣ 2 |
− | | hp = 250 | + | |flammability = 0.6 |
− | | power = -200 | + | |hp = 250 |
− | | terrain affordance = medium | + | |power = -200 |
− | | research = microelectronics | + | |terrain affordance = medium |
− | | skill 1 = Construction | + | |research = microelectronics |
− | | skill 1 level = 5 | + | |skill 1 = Construction |
− | | work to make = 2200 | + | |skill 1 level = 5 |
− | | resource 1 = Steel | + | |work to make = 2200 |
− | | resource 1 amount = 120 | + | |resource 1 = Steel |
− | | resource 2 = Component | + | |resource 1 amount = 120 |
− | | resource 2 amount = 4 | + | |resource 2 = Component |
+ | |resource 2 amount = 4 | ||
+ | |info = Allows trading. | ||
}} | }} | ||
A '''comms console''' is used to [[trade]] with passing [[Trade#Orbital|orbital trader vessels]] and communicate with other [[factions]]. | A '''comms console''' is used to [[trade]] with passing [[Trade#Orbital|orbital trader vessels]] and communicate with other [[factions]]. | ||
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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 | + | 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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[[File:Ludeon Securities.png|400px|thumb|right|Comms console (center) listing an orbital exotic goods trader and local world factions.]] | [[File:Ludeon Securities.png|400px|thumb|right|Comms console (center) listing an orbital exotic goods trader and local world factions.]] | ||
− | === Diabolus === | + | ==Biotech== |
+ | {{Biotech|section=1}} | ||
+ | Uses of the comms console in the [[Biotech DLC]]. | ||
+ | ===Diabolus=== | ||
{{Main|Diabolus}} | {{Main|Diabolus}} | ||
− | A [[mechanitor]] | + | A [[mechanitor]] can use a powered comms console to summon a [[diabolus]], which will eventually arrive at your colony. This has a cooldown of 2 days and does not consume the building. |
− | + | ===Children=== | |
− | === Children === | ||
{{Main|Children#Learning}} | {{Main|Children#Learning}} | ||
− | [[Children]] | + | [[Children]] 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 == | ||
− | + | {{Stub|section=1}} | |
− | + | 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 [[faction base]]s are, the more useful trade ships become. As Microelectronics is also required for a [[hi-tech research bench]] and further advancements in research, the comms console is both useful and convenient to build. Of course, a means of [[Money_making_guide|making money]] is almost required to actually buy things from trade ships. | |
− | Trade ships are uncommon, but | ||
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− | + | Requesting a friendly caravan allows you to pick a trader type of choice immediately, great when you need specific items. However, this (and military aid) requires an [[ally|allied]] faction to begin with. Outlanders are preferred allies for trade due to their higher tech level, and thus higher tech items on offer. | |
− | + | It cannot be uninstalled, only deconstructed, so plan before you place it. | |
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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]] |