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Merged: [[User:Hordes/Reproduction]] [[User:Hordes/Children]]  [[User:Hordes/Events]] [[User:Hordes/Prisoner]] [[User:Hordes/Ideoligion]]
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[[User:Hordes/Reproduction]]
  
Merged but can add more later: [[User:Hordes/The Great Steelening]] [[User:Hordes/Weapons Guide]] [[User:Hordes/Money making guide]] [[User:Hordes/Quests]] (old version of the page)
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[[User:Hordes/Children]]
  
[[User:Hordes/Tactics]]
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[[User:Hordes/Events]]
  
[[User:Hordes/Go-juice]]
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[[User:Hordes/Prisoner]]
  
[[User:Hordes/Basics]]
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[[User:Hordes/Quests]]
  
[[User:Hordes/Melee Comparison]]
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[[User:Hordes/Tactics]]
 
 
[[User:Hordes/Mechanitor]]
 
 
 
[[User:Hordes/Sea ice]]
 
 
 
'''Killbox progression (no turrets)'''
 
<gallery heights="250px" class="left" mode="packed">
 
File:Killbox progression1.png|Simple [[barricade]]s.
 
File:Killbox progression2.png|"Pillbox". Give colonists the best cover, give enemies the worst.
 
File:Killbox progression3.png|Funnel enemies into 1 place with a base-wide wall.<br>(If there is ''any'' way raiders can access a colonist w/o breaking a wall/door, normal raiders will enter)
 
File:Killbox progression4.png|Force enemies to enter before being able to shoot.<br>This limits how many enemies can shoot at you.<br>(Done by not putting colonists in the middle)
 
File:Killbox progression5.png|More efficient design.<br> Corner forces enemies to enter, but allows pawns to stand middle. Barricades stop enemies from using the corner as cover.<br>Slow enemies with fences.
 
File:Killbox progression6.png|Optimization.<br>Exploit enemy collision.<br>Area to throw EMP grenades.<br>Stuff to make colonists happier.<br>"Bait" furniture ensures raid paths in.
 
</gallery>
 
  
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[[User:Hordes/Weapons Guide]]
  
{| class="wikitable"
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[[User:Hordes/The Great Steelening]]
|-
 
! Saturation
 
! Change per hour
 
! Change per day
 
! Real time in state<ref>Real time spent in the state from 100% before crossing the lower threshold, assuming no rest is gained</ref>
 
! Game time in state<ref>Game time spent in the state from 100% before crossing the lower threshold, assuming no rest is gained</ref>
 
! Real time since 100% food<ref>Real time spent before entering the state, assuming no rest is gained and the starting saturation is 100%</ref>
 
! Game time since 100% food<ref>Game time spent before entering the state, assuming no rest is gained and the starting saturation is 100%</ref>
 
|-
 
| Fed
 
| -6.67%
 
| -160%
 
| {{Ticks|{{#expr: 0.75 / 1.6 * 60000 round 0}}}} <!-- (% Saturation) / (Hunger Rate per day) * (Ticks per Day) --->
 
| {{#expr: 0.75 / (1.6/24) round 3}} hours  <!-- (% Saturation) / (Hunger Rate per hour) --->
 
| {{#expr: 0 round 3}} hours
 
| {{Ticks|0}}
 
|-
 
| Hungry
 
| -3.33%
 
| -80%
 
| {{Ticks|{{#expr: 0.125 / 0.8 * 60000 round 0}}}}
 
| {{#expr: 0.125 / (0.8/24) round 3}} hours
 
| {{Ticks|{{#expr: (0.75 / 1.6 * 60000) round 0}}}}
 
| {{#expr: (0.75 / (1.6/24) ) round 3}} hours 
 
|-
 
| Ravenously Hungry
 
| -1.67%
 
| -40%
 
| {{Ticks|{{#expr: 0.125 / 0.4 * 60000 round 0}}}}
 
| {{#expr: 0.125 / (0.4/24) round 3}} hours
 
| {{Ticks|{{#expr: (0.75 / 1.6 * 60000) + (0.125 / 0.8 * 60000) round 0}}}}
 
| {{#expr: (0.75 / (1.6/24) ) + ( 0.125 / (0.8/24) ) round 3}} hours
 
|}
 

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