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https://steamcommunity.com/sharedfiles/filedetails/?id=2212382927
https://steamcommunity.com/sharedfiles/filedetails/?id=2118876058
https://steamcommunity.com/sharedfiles/filedetails/?id=2115548271
(Part of) my current base, to illustrate:
https://steamuserimages-a.akamaihd.net/ugc/1592540764132075318/EFCC604DD87B3255EB1B72A731B13AB4335BD759/
That square general storage room was my initial starting room, built against/slightly into the side of a mountain. The day-one campfire I cooked my first couple of meals on is still there as well.
Then I planned out where I wanted the kitchen to be, with plenty of room for connecting freezers - there's 3 now, with space for a 4th.
I like the brewery fairly close to the freezers, so I decided on the location for that one fairly early on as well. But apart from that, I just added rooms as I needed them without too much planning.
Freezers are a bit of a pain to "move" later, so I decide on that early. But all the rest can be pretty easily adapted or reorganised if needed.
That starter room, now storage, was supposed to become a dining/rec room - the small room below it, with two tables and a research bench, has been there since week 1 and was supposed to be a temporary setup. Haven't gotten around to changing it yet. May or may not get around to it eventually.
if moduls dont conform to a higher level of grids in mind it helps breaking up and gives you a lot of small corners that could be used for detailing.
planning the base itself is kept at a level of 'heres food. theres bedrooms. THere's work. and other there a killbox.'
planning too much early on IMO removes some of the fun of building things and makes it less reactive to whatevers happening.
if i'd where to actually attempt a megabase i'd obviously WOULD have to plan everything early on
I prefer bases with residences in clusters, and located in periphery. The heart of base is the food area, with workshop, hospital, rec room, dining room and prison all adjacent each other. This main building is usually on the side, not in center of map, leaving the open space in center clear for quick movement of pawns (for raids, etc.). I use animals to fight, and it’s easier for their movement too.
1: Kitchen, butchery, food storage goes to 1 block, ofc separated with walls. This block goes near to my planned growing area (which expands later).
2: Rec / dining room goes next to this block. I'm start with 10*10 interior, later expandable.
3: bedrooms are 4*5 interior, I'm build a 2*3 bedroom block together. (2*2 block when I'm under mountain. Don't ask me why.) Usually I'm try to place (initial) bedroom blocks near / next to rec - dining room block. Later bedroom blocks goes where I'm still have empty space.
4: Prison. This depends on my scenario (mostly on my active mods). When I'm play with the forbidden mod and / or with war crimes / bondage beds / etc, I'm build 2-3 prison blocks. 1 block similar to bedroom blocks (2*3 room, 4*5 interior each): here goes recruiting. 1 block (10*10 interior) is the brothel: here goes breeding. 1 block (10*10) is the torture chamber? Here goes breeding + other funs. If I don't play this way, I'm just build the first version.
5: Workshop. 10*10 interior, later expandable. Next to it (separated with doors, but not with roads) is the 6: Raw material storage. 10*10 again, expandable. I'm store here all my roof required raw materials (mostly textiles). Wood, steel, silver, stone blocks etc non roofed materials goes outdoors.
7: Stone cutter / art bench: These two gain a separated room. Around 5*7-8 tiles interior. On the one side, I have the chunk zone, other side the outdoor material storage.
A side note to this part: I'm always build shelves next / near to my workbenches with high priority to store specific materials near to the workbench. You don't want your crafter's to walk to the storage room, this is duty of your haulers / dogs. I'm set my bile to "Drop on floor".
8: Since 1.1 (and even more since 1.2) you need a guest room to house mercs, guests, refugees. This room (barrack) can go anywhere, size around 8*8 or more if you want. You need 10-12 beds in it, some end tables and dressers.
9: Well, this should be right after the workshop part. Weapon / gear storage: 10*10, expandable. Build shelves, its more ez to keep track what you have.
10: Hospital: 10*x barrack block. X depends on how many colonists you have, what difficulty you play etc. You need beds + monitors in, at least 1 TV, shelves to store meds.
Ugh. I wanted to write this short.... And I'm still have the itchy feeling I'm missed / skipped stg.
This guy gets it.
In fifty-eleven thousand plays, I'm not quite sure that particular set of circumstances has ever occurred... :)
I really don't set any construction plan or design "in stone." I like building organically, as needed, and then dealing with any issues my "lack of optimization" has caused. Min/Maxing building and design options is not really... "fun" in my opinion.
In general:
I first plan based on my colonists immediate needs so that they can survive the initial "set-up" period from "nothing" to "some farming, food prep, and refrigeration/storage."
After that, one of the biggest considerations is going to be "individual bedrooms vs barracks." I never rely on a barracks, but some players may have to decide between the two depending on their playstyle.
Food storage/cooler, meal prep/kitchen, dining area, and housing area connected to that is typically my first "building plan" that survives most of the game. In some cases, I may expand or move my food/cooler and kitchen area. I also try to build in mind for future farming expansion and an enclosed primary "greenhouse" with four plots in it.
My crafting/products-benches are usually not far from sleeping/eating areas and usually, but not always, a separate building. The exception being Research and that is always near the primary researcher's bedroom.
All colonists get a private bedroom with a double-bed. Always. No exceptions unless they're a "surprise" arrival/recruit. I always build an extra bedroom, just in case. I only use double-beds because that's the "smart way" to avoid having to deconstruct single-beds and build doubles when that particular colonist gets married/lover status... Though, I will generally continue to work on upgrading beds until all are at least "good" status. The same goes with all bedroom furnishings.
Once an initial stable base is built with adequate areas for everything, I build with a mind towards defenses, both my outer major defenses and internal "defense in-depth" in case of a penetrating attack/drop-pods.
Mid/late = slow shift to focused buildings or mega construction