![]() They are useful if your gate gets breached so it’s worth having a few nearby but other than that I wouldn’t bother too much with them. The game encourages you to build lots of guard towers but I haven’t really had much need for them. Scout specialists are best for this task as they have a greater movement range per turn. The world map is also the only place that you’ll be able to discover rare metals and new colonies to trade with making it vital you uncover every area of the map. After this, I would be looking for tools and clothing production. To begin with I would start building science outposts so that you can start unlocking and upgrading buildings. You can also set up various outposts in order to gather resources, attract new settlers or become more efficient when exploring the world. The world map is full of things to discover and loot to bring back to your colony. Credit: Paradox Interactive / Iceflake Studios When they are needed they will return to the building on their own removing a fair bit of micromanagement for the player. This is useful as once you reach the limit you have chosen, the people in the building will automatically leave and become carriers or builders until they are needed once again. I didn’t notice this for a while but you can set limits on your production buildings. In short, if you want to grow herbs, build yourself a greenhouse or two beforehand This lead to lots of frustration until I build my first greenhouse only to find herbs as a planting option ( this was hours later! ). I set about putting down fields I could grow these herbs as I was sure I’d already unlocked the herb seed but the herb wasn’t an option and I presumed I was wrong about unlocking the seed. In order to make your own medicine, you need a steady supply of herbs. Herbs can only be grown in the greenhouseĭiscovering this one was a revelation.
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