![]() By the midgame you should strive to have everything built out of stone. Do not take unnecessary shortcuts (for example, do not put the butcher's table in the medical room, because "there just was no better spot at the moment"). Likewise, keeping a small, ugly, insecure prison barracks is still better than having to re-purpose rooms after every raid in order to even capture somebody (leaving some colonists without bedrooms in the process).Ĭreate the basic facilities first, then improve them afterwards. The important point is to have medical beds on stand-by, in a clean room, at all times – not to have the perfect end-game hospital right from the start. It is better to have a makeshift hospital than none at all so make a room with a few beds that are only used for medical purposes, before thinking about hospital beds and sterile tiles. Autodoors should be used in frequently trafficked places (the kitchen, freezer, storage and production room).ĭo not strive for perfection in any of these areas yet.Frequented areas should have constructed or smoothed floors.All areas should be well lit (no dark places). ![]() Stack those mood debuffs to the point where they have mental breaks while in catharsis from the last one to get Medical, Combat, Social (via Wardening) and Construction experience in much higher amounts than you would with a "nice" prison since your guests stay much longer before you can break their will, then recruit or release them. Prison: Alternatively, you can use prisons as an experience farm by making it so the guests revolt as often as possible.The prison cells should be comfortable enough to keep the prisoner as happy as possible, because that makes recruiting them easier. Prison: if you get a lot of "visitors", some decent accommodation (a.k.a.This should be close to the warehouse, and made as comfortable and beautiful as is reasonable. Production: a dedicated area for crafting and creating.This can range from a few walls to heavy fortifications and automated turrets. Defenses: facilities adequate for your difficulty level to defend you from raids.A stockpile of medication should be in this room. Preferably the room should be sterile and include hospital beds and vitals monitors. Hospital: at least a few beds in a clean room to tend patients.All of this should be as comfortable and beautiful as possible. This usually means private bedrooms for everybody, and all colonists with special needs ("greedy", "jealous") covered, as well as a dining and recreation area. Living: good living conditions for your colonists.Warehouse: a storage area that is reasonably fire-proof and easily accessible.You also want to farm medication and various drugs, in addition to food. How much is needed depends on the amount of meat available from hunting, and if you have domesticated animals yielding products. an outdoor farm with some protection from fire and animals, or an indoor hydroponics facility). Food production: some capacity to farm vegetables (e.g.This is critical to any colony the kitchen must be well maintained and in an accessible place. How much food you need to store depends on a lot of other factors. Freezer: a refrigerated room that is large enough to hold enough fresh food to get you through the winter or special circumstances like a toxic fallout event.to run the freezer) it must not be easily interrupted by damage that means, run some backup power lines. ![]() Since power is critical in some areas (e.g. Some backup (such as offline batteries) should be on stand-by.
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