Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Your main building placement is : Mines access ramps.
Don't do spaghettis.
Keep the Diesel & Maintenance flowing.
Make your own Mountains.
No fuel, water or food = game over.
Start small, no need (and space) to build the final factory from the start.
Terraforming is very important.
Maintainance needs prio no. 1.
Start with a few assemblers near to the port + a few warehouses.
Later on use belts everywhere you can. Think in modules. Raw ressources in via trucks, after this everything is belted. Start with a module for iron, building parts and copper.
Once you set up your own production of Bricks and even more so Concrete, his won't be necessary.
You might also want to trade some Wood for Scrap Iron, to postpone having to set up your own Iron mining.
Plan on a grind!!
Food keeps the people alive, which keeps the buildings working. The better the food (variety) the healthier the population, which increases growth rate and counters the penalties of diseases.
Power and Maintenance keeps the buildings working and are both interdependent (Need power to manufacture maintenance parts, need maintenance to keep the power generators from breaking). Neither requires a distribution grid, they're automatically distributed to everything on the island. By using unity you can nullify the power & maintenance requirements of certain buildings, but you'll never have enough to run everything off it, so use it in emergencies to restore your power and/or maintenance production to sustainable levels.
Without 'transport' infrastructure (i.e. belts and pipes), everything moves by Truck. Trucks require Diesel. No Diesel means no Trucks which means something critical will breakdown. If you've discovered another settlement on the exploration map you might be able to trade other resources for diesel in a pinch.
Construction parts are needed to build everything (duh) but are only consumed in construction (also duh) so you want to keep a healthy stockpile ready for when you feel the urge to expand.
Water is a bit weird because people don't actually need water, but providing water gives a boost to health and unity. Some crops grow just off rain water, but rain isn't perfectly consistent. Water itself isn't critical, but it is consumed in a variety of unlockable recipes used to create critical resources (Power, Diesel, Fertiliser, Food)
Some tips I'd like to add:
1)
The terrain deformation in CoI is a fickle mistress that will ruin your day at the drop of a hat. Undermined structures being destroyed, overburden falling on your ore veins, vehicle path-finding getting ruined, one retaining wall getting overwhelmed and an entire mountain comes crashing down...
Put a healthy amount of space between the ore deposits and the processing facilities, those ore veins run way deeper than sea level and all the terrain around them WILL fall in the pit.
2)
As tempting as it is to combine multiple resources to a single belt (see Sushi Belt), the game doesn't really like that. You have to be very careful about what resources you mix together and how you do it.
There is however one late-game process which more or less forces you to use a combined belt for over a dozen components which require 3 different repeating processes... Everyone's on their own to figure out that one.
3)
Unlike most factory games CoI lets you assign multiple recipes to a single facility. This is also very tempting, but usually creates more problems than it's worth due to the lack of logic-based management to keep the right things on the right belts. It's usually employed to let a facility pick between recipes for the same output (e.g. construction parts can use either bricks or concrete blocks in their recipe).
4)
Late game relies heavily on trade deals with other settlements to import raw resources in exchange for manufactured goods. At some point you'll want to plan out a big pier or harbour so all those ships have somewhere to dock. This will require dumping a metric buttload of material into the sea, so don't be afraid to pile it up on-land until you need it.
5)
The game comes with this really helpful recipe book already built-in, so you don't have to tab-out to check your recipes and ratios. You can right-click on any resource while in the book to view all recipes that produce and consume said resource.
The game gives you many tools to observe production and consumption over longer timeframes, though.
But something I haven't see mentioned elsewhere: You can set alerts on storages. In the window of the storage building, you have a button for that. You can also rename storages by clicking on their name in the title bar of said window. So you can get popups that a diesel storage is running low, for example. Or the storage of your coal supply for the iron smelters.
Speaking of storages, you can easily build those so they feed directly into each other, no belts or pipes needed. Very useful to increase storage space. Also needed with advanced logistics, once you have those.
Once you have advanced logistics researched, set up two chained storages per produced good (usually rock, dirt and the actual stuff you are digging for, so iron ore, coal or whatever) near each of your mine exits. Assign the mining tower to feed into the back storage and set the front one to keep empty. This shortens the path of your mining trucks significantly.
But disregard my talk about advanced logistics for now, that comes quite a bit after the start.
You want to fairly early set up input buffers for Electronics and Mechanical Parts, to feed into your Maintenance Buildings with Flat Belts, and then set up Alerts on the input buffers to notify you if they run low. Maintenance is extremely important, and it sucks to run into No Maintenance situation, because recovering from it is usually very slow.
Another tip: Look at whether a production process is "compressive", "expansive" or "neither" or "close to neither".
To make 4 Electronics as output, you need 4 Copper and 1 Rubber as input, so that's "close to neither". It is slightly compressive, at 5:4, but only slightly.
However, in the mid game, you become able to make 24 Mechanical Parts out of 12 Steel, so that's an expansive process, meaning that you want to produce the Mechanical Parts right where they're needed so that you ferry the Steel to the site.
(This also means, that instead of buffers for Electronics and Mechanical Parts at your Maintenance site, you want buffers for Electronics and Steel.)
You can't do that with all setups that need Mechanical Parts, but you certainly can do it with the major ones, to make Maintenance, tier-1 Vehicle Parts, and tier-1 Lab Equipment.
On the other hand, a compressive process is one you want to do in a centralized fashion, ferry the components to the central production site for that item produce that item, then ferry it out to where it's needed.
That way, you reduce the strain on your logistics fleet of Pick-Ups/Trucks.