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Then assign each quadrant to a different theme. For example, one could be workshops, another could be for research (so the research table, hospital, drug labs, and if you have mods that add them books/libraries go here too). The 3rd for residential: bedrooms, rec rooms, maybe the warehouse(s). Finally, the last one could be geared toward food -- kitchen, freezer, butcher's table. Additionally, the farmland should be closest to this last quadrant as well.
For a basic security idea: the intersection (roughly a 9x9 space in my top of mind hogpog of a town) could be turrets and lined with sidebags. Put barricades in front of doorways and you'd have nice spots for shooters and can create something of a crossfire. Of course, it could be a bit slower to get in the shops, but w/e, we're being creative. Don't forget a wall on the outside of down, and if you space it 2-3 tiles out from the quadrants, you'd have side streets all along the outer edge of the town. Can make sandbag checkpoints here as well. Depending on how you space the buildings in each quadrant, you may have alleys. Lastly, sprinkle traps liberally. A step beyond that you could set up kill boxes at the outer walls depending on how you handle entrances.
Not the most inspired thing, I understand. However, maybe it's good enough to use as a launch point.
I found building an authentic town never works well for me, probably because I play with Randy and he likes hurting me, especially in late game. Drop pod raids, insects, mechanoids , etc. They always seem to kill everyone and burn it all down unless I build war camps and use some mods for very good weapons and defenses.
As for planning what it should look like, if you need help with that then maybe watch some other players building bases or check out screenshots to get ideas. Doodle some ideas on paper while playing, helps you get it sorted in your head.
Myself i build outwards around the central points where my pawns eat, sleep, play and work. I try to build a main defense line, fall back lines and cover as much of it as possible with overlapping turrets. This way I can defend my base even if something drops into it behind my defenses.
If you build a new base, share a few screenshots.
Good luck have fun
edit: a few pics of my older bases
https://steamcommunity.com/sharedfiles/filedetails/?id=2007120650
https://steamcommunity.com/sharedfiles/filedetails/?id=1384470946
Bedrooms which are 5x6 (internal) for titles and mood bonuses, corridor 5 tiles wide so I can add shelving or even production tables in a pinch, with a stone lining on the outside and door-space-door 'airlock(s)' for better insulation (usually with one of the doors held open until bad weather hits.
But the idea of setting up a town, maybe like in a Western, with specialised workshops etc. and a saloon, ain't a bad idea. :-)
With the Hospitality mod, you could add a hotel, and even have multiple shelves in each of the shops zoned and filtered accordingly to sell your colony's wares.
I have just relegated myself to a square base. Bedrooms 5x6 inside and workshops, dinning, play, storage, and throne rooms ringing that. I use a four point compass defense (N,S,E,W) to guard the place.
If there were Z levels itd be another story entirely, but alas.
https://steamcommunity.com/sharedfiles/filedetails/?id=2303645013
I actually really liked building "houses" like this and is why I kept with the concept for my next few games.
https://steamcommunity.com/sharedfiles/filedetails/?id=2228508043 .... the 21x21 block layout is my only "famous" accomplishment.
https://steamcommunity.com/sharedfiles/filedetails/?id=2146271258
My idea was to have a main thoroughfare through the center of town, with my tavern at the heart center. Historically, towns would be centered around a social hub like a church, market square, tavern etc. I also placed production and social facilities near the center of town as well, and my residences towards the outskirts. I then circled the town with a stockade using the embrasures mod.
Every cabin house would have 2-4 bedrooms and a living area, fireplace and toilet. This was a colonial era playthrough, but if I was playing a modern colony, I'd add a kitchen to every house as well.
But an embrasures mod is essential. Otherwise you'll just have raiders casually storming your town.
As you can see from the above posts, "mods" really help enable that sort of theme/creativity.
You can get there without them. I've built bases that had many "outbuildings" as sort of "duplex-style" homes. (To efficiently share temp control mechanics) A network of paths, communal dining arrangements, some "homes" having table&chair setups, etc. That helped. (No mods)
I tend to build in a more open style, anyway. But, when the game "tips over into that certain more dangerous region of play" where Raids are getting bigger and my wealth is starting to creep up uncontrollably, I make sure I have a nice series of Walls and killzones built up, too.
If you want more creative freedom and less stress on dangerous events, play on a lower difficulty setting like Builder. That is what it's made for. You can even go lower to whateveritisthatisthelowest setting. And, you can use mods or toggles to switch off certain events if you wish.
I don't know if it could ever get to the level of "Banished" in terms of low-anxiety gaming. But, it can get pretty close. :)
https://steamcommunity.com/sharedfiles/filedetails/?id=2192882799