Note that Resource outposts won’t scavenge other locations in the sector, so they need to be emptied using specialists as before. The locations with a distinctive cog-shaped icon can be scavenged only by using the outpost. This new Outpost type works similar to the Research Outpost, but instead of science points, it collects resources and sends them back to the colony. The changes are not limited only to the colony as mentioned earlier since some items can now be produced only on the world map using the new Scavenger Outposts. So scouting the colony for the next potential production area remains as important as ever. For example, metal and concrete deposits are now a bit further away, prompting you to expand into new areas once your tech level affords it. Instead, it needs a new building called Concrete Scavenger that has the right tools to extract blocks of concrete from the ruins in the colony.Įverything from construction costs, map generation, and the tech tree have been updated to support this shift. Also, the production of concrete has changed so it is no longer scavenged with a stockpile. While energy requirements have remained roughly the same, the demand for concrete has been moved forward to a later part of the game, where it creates the foundation for a thriving community and allows you to build the most advanced structures in the aftermath. Metal becomes essential only when starting to move from the basic survival of the early game to mid-game challenges with more advanced and permanent structures. In the early game, you’ll start with just wood and plastic. Almost all buildings have been updated to match these changes and can be roughly divided into three main categories, which are the early, mid, and late-game buildings. The changes to resource chains have an effect on the construction requirements as well.
Colony survival wiki firewood update#
But as always, all changes in the update will be listed in the changelog releasing later this week. Next, we take a look at the biggest changes in this update. Happiness is not only a problem for individual colonists but a challenge to overcome for the entire colony as the population grows. With these changes come also new challenges. Or even paying resources to bandits that threaten your colony. Fighting enemies is no longer done only by ordering individual specialists, but by building enough guard posts to the right places and sounding the alarm at the right time. To match the need for more workers by increasing the population can be controlled through player actions and cross dependencies to other features. To mention all the changes would be too much here, but for instance, it means that scaling the production is made by constructing more buildings, or world map outposts. This update focuses heavily on changes that make the game function more on a high level where micromanagement is only optional. To build the first great colony into the wasteland, a beacon of hope for anyone looking for a place to call home. This is the story of one of the first colonies to do that and the player has the control to shape this story into something great. Ready to build a new civilization on the ruins of the old. When the game starts they are living on the brink of a new age ready to start a new beginning. The people living in the colony are survivors of the cataclysmic events that took place a couple of decades back.
Survival is not only about surviving through the day, but about learning to thrive in the devastated world. In this game, it is not enough to just stay put and try to survive, but also push further and explore the wasteland around the colony. Resources there are scarce and survivors need to use whatever is available.
Our goal has always been to make a colony builder set in a post-apocalyptic world where the colony is built on the ruins of the old collapsed civilization, our civilization.