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you don't only have 10 people, you have 18 plus an engineer, unless you are actively ignoring the first quests for a challenge mode or something
This is the equivalent to turning away to first group of survivors in surviving the aftermath and then wondering why you don't have more people
80 coal = +1 engineer
unlock tier 2 research = +1 scientist
I had 1 exploration sub, 1 transport sub, 4 builders and 10 extractor subs running before I even had clones up and going. Once you have the basics (food and so on), do energy research first - -40% coal use and +20% power output is amazing. Then go down clone potency - not even worth doing clones until you have -5 mutation +3 potency researched.
Then do research as you want and start growing. Use most of your habitats for power or you'll find the game becomes unplayable quick.
Exploration is best done by putting lights out in a grid and then putting sonar and then growing in the direction you need with lights - creatures tend to attack unpowered sonar stations in darkness which are cheap to repair so just keep expanding and you should be fine.
(I may have only been mining coal to so I could build more outposts.) -whistles innocently-
Juggle people around. Not everything needs to be fully staffed all the time. Keep the bare basics going while you stockpile research. You can get surprisingly far with just a few people.
(I'm certain that outpost thing will get 'balanced' at some point...)
Discarding the Outposts (Research 60) which have a steep coal cost upfront (although it saves on the long run) there are other ways to deal with power issues.
Specially since early on you don't need extra O2 production.
Check Power Tech Tree.
Turning a Habitat into a Biomass Generator (Research 90) gives +18 Power at no fuel cost and no pollution, using only Concrete and Steel to build. It also needs 1 less crew to operate than a Coal Gen.
The Research is easy to get as you save from other things made redundant by this.
You only need to use 30 on Carbohydrate Farm and 90 on Biomass Gen.
Later on get a Mess Hall on Population tab for 90 to remove the handicap from low quality food.
A Basic Air Purifier (Research 90) gives +10 O2 quality but uses 2 Power and 1 O2, this is a lot of inevestment to break even from an inneficient Coal Gen.
Running one Coal Gen + one Air Purifier is a lot worse than a solo Biomass Generator since same Power produced, +1 O2, 0 fuel used and -1 crew used (not counting fuel crew).
Conclusion. More efficient in every regard.
More Power per crew. Power without fuel consumption. Power without pollution.
Also saves up Research.
This also allows you to save up coal to later unlock Outposts for added exploration while keeping efficiency.
PS:
IMO Coal Generator, Air Purifier and Light Towers need more balancing between themselves.
Be it more Power produced, less polution, better O2 purification or less power consumption on lights.
Especially since getting one engineer when you have an adequate coal pile makes one of your generators that much more efficient.
And I have to second that person who recommends using the biomass power plants. They're great, but they do eat the habitat so you can't use it for food (skip ahead to the molecular protein thing if you can) or gene samples (you know for the cloning that is apparently the whole reason we came down here).
I only needed 3 protein farms to keep a colony of 150 going.
It's not really an issue, since they only need like 1 out of 4-5 meals as high quality or something.
Also, they don't require coal so you don't worry about UV and they don't require air filters. I had 1 coal mine, 5 advance coal and every other power node from habitats at the end of the game. 4 habitats for fish. Went well.