![]() (Does not affect shipments to and from settlements)Įffect: 50% extra time for scout teams to travel to a location All scout teams and transports will have to travel at half speed. Owing to large atmospheric pressure gradients, strong winds are predicted. We raised the pressure slightly to clear the blockages, but for some time all heat zones will be 20% smaller.Įffect: All heat zones from The Generator and Steam Hubs range zone is reduced to 80% coverage Sir, our steam distribution network has become clogged. (Gathering directly from piles is not affected)Įffect: All Gathering Post and Coal Thumpers Efficiency are reduced by 90% Gathering Posts and Coal Thumpers will work at 10% efficiency. Due to temperature fluctuations, the ground froze deeper than usual. ![]() The unpredictable weather has caused a temporary setback. The efficiency of all steam core buildings and automatons will be reduced by 90%.Įffect: All steam core buildings (Coal Mines, Wall Drills, Hothouses, Infirmaries) and all Automatons efficiency are reduced by 90% Airborne ice crystals penetrated the lubrication systems of all steam cores. ![]() The wild weather brought an unexpected effect. (Some buildings which normally do not require steel to build, will, if Brittle Steel is in effect)Įffect: More expensive steel requirements for buildings Every new construction will require more steel to attain the desired strength. (Only affects Generator, not Steam Hubs or Heaters)Įffect: Extra coal use from The Generatorĭue to fluctuations in wind speed and temperature, a batch of steel has cooled faster than expected. Until it clears, the Generator will use twice as much Coal than usual. There are 13 different types of Temporary Hazards, each with the same probability of occurring.Ī combination of contaminated coal and high airborne ice intake have caused a congestion deep inside the Generator. If you have a save point that occurs before the hazard, you can save scum through Temporary Hazards to fish for a more desirable hazard. After each hazard has appeared once, the hazard cycle is over and any hazard can appear for the next hazard cycle. The hazard is randomly drawn, among the hazards which has not appeared in the cycle, just before the hazard occur. These can be debilitating if the player does not switch production method. Players can either get through these hazard by relying on stockpile, or switching to alternate production method. Lemme know if you have any specific questions, I'll see if I can answer them.Įdit: This is for Extreme.Temporary Hazards are long running events that usually cripple production in some manner. If you do it well you should run out of wood right before you get the Wall Drill. Saving up enough Wood for Drawing Boards can be tricky. I pretty much always do Beacon > Faster Gathering > Hunters Gear > Drawing Boards > Wall Drill. You have to make the decision on what tech you're going to need next. The hardest part I found is teching up between the storms to survive the next one. Possibly the Care House if you get a lot of Amputees. ![]() You'll want the Fighting Arenas > Public House > Moonshine soon, as you'll be feeding everyone Soup for quite a while. May need to swap this in early if you fall behind on food.Īfter that it's just going for what you need. You will absolutely need this to handle all your sick.Ĥ. If you get max Discontent and need to lower it, simply turn off Extended Shifts everywhere until the task goes away.ģ. You'll want this on pretty much everywhere. You need them for the early resource income.Ģ. As long as your build is good you should be fine.ġ. Making sure to get them at the right time. It seems to be(for me) dependant on what laws you take. ![]()
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