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research "Repair" and repair the power generator before you start building the Metalwork buildings - they will need power to operate efficiently
you need to research Chemicals and upgrade your cleaners to get them to clean up the pollution all the way back to pristine beautiful land again <3
(so dont worry about pollution too much early game - you will be able to get rid of it all eventually)
2. I like to get the school/foundains fairly quickly regarding the science thingy.
3. Overall aim for the very top right corner in your science book to offer whales food instead of your planet.
4. Wood generated power is great for the start. Most likely you can skip oil and jump directly to renewable energies.
5. When you start to colonize new planets always use your idle time to keep building and launching more space transport ships. They'll peacefully flow around your planet and wait for orders.
6. 2x wood cutter is more than enough for start/middle and most likely end game on your starting island.
7. Boats are super fast/cheap to build. So in my opinion it really doesn't matter where you place your harbors.
8. I like to have one centralized island for science. You can transfer red,green, ... science points to different islands or planets.
9. You can build more than 1 science/exploration house (idk the correct word, not playing the version on english) to gather science points faster. But don't forget to erase them once you gathered all points on the island to get some space back. :)
2. To reduce the unhappiness it's suuuper to work with fountains. Place them close to the mountains. If you're super lucky you have small canyons (1x2 or 1x3) in the mountain. Build a lift and place 1-2 fountains in it. You can eliminate most negative effects like dirty roads or darkness. Check for unhappy spots with the overlay O+5 (shortcut).
1. You don't really need a lot of wells. Two of them per island is enough. Later Peeps will switch to drinking tea and smoothie. You will need water occasionally, so it's good to keep some storage, also in case your smoothie production line goes down.
2. Don't explore ancient ruins on your first planet until discovering all available techs. Then exploring may give you a spaceflight tech, which is normally not available until colonizing another planet. (I'm not sure if it always give the same tech, I encountered this once accidentally, didn't try to repeat yet.)
3. You don't really need all possible bonuses for all buildings. Production bonuses are important for products that are constantly being consuming, like food, drink, clothes. Production bonuses for building materials, like metal and stone are not very important, because construction in most cases may wait a bit longer without causing problems. Storage bonuses like +1 and +2 compared with warehouse storage space look too tiny to care.
4. Reserve space in warehouses next to production building for the produced goods to shorten the delivery chain.
5. I favor housing and clothes techs over steel, meals and smoothies, because cloth removes the penalty for hot\cold weather, and upgrading huts to houses saves time, space and materials.
This can be critical in two scenarios regarding tools specifically. 1) to get tools to your second island so you can get going with development, research shipping on Island 2 and then build ships and ship tools from Island 1. 2) to get tools to your second planet, research spaceflight on Planet 2 and then build a spaceport and ship tools from Planet 1!
Also I repeated the trick with the ancient ruin: saved it for the time when all available researches were complete on the first planet, got a spacecraft technology from exploring the ruins, and was able to build a new trading spaceshift before landing to the new planet to speed up establishing the first space trading route.
Please explain to me step by step how to set up the transport of goods