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Frankly what You will need to do is ironically - NOT rush into construction materials early on, and depending on Your interest in micromanagement it might not be even as annoying as it could be.
Below are minimum prices [admiral difficulty] to get things started:
Blast Furnace: 75
Metal Caster: 38
Mine Control Tower: 25
Research Laboratory: 38
Ore Sorting Plant: 100
Assembly I: 31
Vehicle depot: 50
Brickworks: 63
Rainwater harvester: 25
Smokestack: 13
Leaving 22 construction materials free to be used for other things.
Your first priority will be access to trees, my personal favorite would be the unfinished at start ramp from the beach to trees on the eastern side of the map (assuming the preview image is aligned to show north on top). Once trees are secure by playing a bit with creating a ramp to them, next stop would be trade and maintenance (both should start research process while You are making a ramp), and my next priority would be copper refinement, while relying on coal -> diesel trade instead of use of Diesel and Ramp techs, as copper will be necessary for maintenance.
With Diesel secured by trade, maintenance and food to keep workers, and trees provided by the new found ramp, going onwards should be a formality though.
I would recommend making few dumping spots though, depending how You mine coal You might find yourself mining gold after all in the meantime, and yes, You should have rather easy access to coal without terraformation of the island.
Shortest tree growth time using Forestry Control Tower is 11 years. You will need to use resources from brickworks and rainwater harvester listed above to make at least 1 farm, with 2 being preferable (38 construction materials each), as each will make on average ~6.9 units of potatoes per 60, assuming there are no periods of drought, which can be annoying on Admiral difficulty, and initial rate of consumption being ~5.1 units of potatoes per month, giving initial stock 47 months of food supply. This will enforce use of one of farms for food maintenance basically.
Research list needed for tree planting, with difficulty in [], and research points after dash:
- Construction [2] - 20
- Trading Dock [2] - 20
- Vehicles and Mining [3] - 48
- Maintenance [2] - 20
- Bricks Production [3] - 48
- Basic Diesel [3] - 48
- Synthetic Rubber [3] - 48
- Copper Refinement [3] - 48
- Construction II [6] - 132
- Irrigated Farms [6] - 132
- Crop Rotation [6] - 132
- Tree Planting [6] - 132
[As per wiki]
Total - 828 research points, or (after division by 3.2, or research rate of basic research labs] 258.75 laboratory-minutes. [3.2 is research rate per 60].
At the same time, due to maintenance available for units [297 for tree cutter and 148 for trucks, decaying at rate of 5 and 2.5 respectively], maintenance will be necessary within hour. Maintenance depot requiring further 50 construction materials, and we will still need forestry control.
50 [maintenance shed] + 25 [forestry control] + 38 [farm] - 63 [brickworks, as we are using alternate path] - 25 [rainwater harvester, again - we are not making bricks on hand] = 25; We had 22 left with list above, which means we will need to remove some of the buildings later on to fit what we need at specific point in time.
Maintenance requirement is also 45 per minute [8x truck, 2.5 each and 1x tree cutter 5.0], which translates to 'roughly' [259-60 = 199, will round it up to 200] maintenance minutes [again - we are tight on construction materials to make multiple research labs], or 9000 maintenance I units. 105 is made per minute at cost of 3 electronics, making total reliance on electronics to be 257 units. Admiral start starts with 150 units, which necessitates rest of them to be acquired by production, digging into initial supply of copper and rubber... which surprisingly enough should make it possible.
Power and fuel might become ironically the biggest problems, leading to some potential issues with diesel, but cursory glance at amount of fuel and consumption should make it viable with low activity of units, but frankly I did not take a close look at exact calculations as frankly assembler and unreliable use of power makes it.... annoying. I'd recommend doing a trial run to check if it is a problem, but there is a chance it will not be as dreadful.
Tree Planting Rush thus is a tight-rope act if I may use this comparison, though it does show that in fact brickworks and rain water catcher are unnecessary in my original idea, and could be scrapped for other needs, as one can trade for bricks once trade is open (i.e. as soon as wood is available really). I would recommend however use of hybrid variant - attempt to get to the plateau while rushing tree planting for convenience of wood acquisition instead, given basically all necessary elements in first plan are needed in the tree rush variation.
* Additional fix to the You Shall Not Pass map back-start to have immediate access to trees.
Wait, what? I just tried this today and I could not see where I had any access to trees. Hardest difficulty, which I'm not complaining about, I am here to see how other people did it.
Hi, I was wondering how anyone was able to do this. I have a similar problem whether trying to complete the ramp on the "beach" (where the sand is) or near the start location. The angle of the terrain is steeper than the angle at which you can dig/dump terrain.
In the case of the beach ramp, did you solve this by adding on top of the existing ramp (going alllll the way down to where the sand meets the ocean) or digging into the cliff wall at the top of the existing ramp? I tried the latter option and ended up regretting it because this would require shifting a large section of the mountain above.
Technically I should be able to record the start process completely though I would like to point out that it is completely unnecessary nowadays to rush it, and slow mining should work.
After I wrote the original message a new source of wood was introduced - There is an actual earthen ramp to the top of the isolated hill (which frankly makes me wish we had access to long bridges but I digress), which is a good source of early wood. If not sufficient for tree planting (not sure, didn't calculate it), it should be sufficient to speed up the ramp construction.
If you mean the long 'canyon' that runs down to the landing site, I am having an impossible time turning this into something usable. There are not one but two places that trucks can't traverse. The first place alone requires you to dig/dump up 20 units of elevation.
I'm able to complete a zigzag ramp here, but then I'm just about out of fuel and the problem is only 50% solved as there is now the final slope before the top of the plateau to deal with.
I'm curious how anyone is solving this... are they making zigzag ramps or digging straight up and through?