![]() ![]() Plop down a mine on it and a nanite processor where you need. Continue by building tunnels to reach the iron or copper deposit.However, if you have no farmable land nearby, you will have to build a trade hub and rely on importation, while the condensers will have to pick up the slack and provide water.Īs the game says, water is only pumped to a specific level, either 16 or 22 units per colonist to avoid clogging up storage, so don't worry if the indicators at the bottom show 0 for water, that's good. On most maps, this is accomplished by building farms (they can later be replaced by greenhouses) and water pumps (or atmospheric condensers) to bring the food and water intake to positive values. You first need to provide for the colonists' basic needs.With this data, create a rough outline of the colony, deciding where to plant farms, storage depots, and so on and so forth. What you're looking for are: Arable land that doubles as a water-rich area (use the Overlay button in the lower left to switch them on and off), iron and copper deposits, and geothermal vents.Time controls are as follows Pause (1 on the numbers row), 1x (2), 2x (3), 4x (4), and 8x speed (5). Check your landing zone, then pause and look around. With that in mind, you first need to take stock of your colony and the area.While you can micromanage them at every level, it's not strictly necessary to achieve success. They will naturally try to find the most optimal job for themselves and switch to whatever's needed most by the colony. As such, tunnels should be used where possible to allow colonists to easily get around without them getting mad. However, don't rely on that: Passing through building annoys them and incurs a major commute penalty. Colonists will enter buildings to get to their destination. The one major difference from most city building games is that all structures can be passed through.While technically the game continuously recalculates all resource income and outcome, thinking of the game in turns (where one hour represents a turn) helps make sense of the figures provided, usually provided in the form of. ![]() Solar panel and greenhouse productivity is halved. Winter lasts 56 hours and gives 0% productivity on farms. Spring, Summer, and Fall last 37 hours each and give 100% farm productivity.Every sol has 167 hours divided into four seasons, which last a set amount of hours and impact productivity: The game is divided into sols, which are an Aven Prime "year".The planet plays a major role in the gameplay, most importantly by the way the passage of time is handled. Aven Colony is a city builder, and your goals aren't wiping out aliens or purging rebel scum (well, most of the time).Your goal is to create a self-sufficient colony on the surface of Aven Prime that can sustain a large population and withstand what the planet can throw at it. ![]()
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