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翻訳の問題を報告
Well, a tip for anyone out there... learn which structures are automated (like the solar panels) and which ones need workers. Throw those automated buildings in the wierd places on the map where nothing else really fits or anyplace that is hard for colonists to reach.
On the farming front, take advantage of what edible crops grow best on the arable land you're given. It is important to have food variety, but early on in building, it's a good idea to capitalize on what crops grow best to keep your colonists from starving. The best edible crops for the 3 main climates include:
Tropical - Melons
Desert - Barley or Quinoa
Polar - Broccoli
Once you have a "staple crop" established, adding others that do okay in the same climate works out great. If there is a crop that does horribly in the climate you're working in, wait until later on when your colony is more established and nanite production is high. You then could take advantage of growing spots that might allow for some of the lousy crop to grow, like melons in a polar climate, but only use greenhouses. You can treat it like a luxury item for your colonists. Chances are, you might not even bother and just import melons or other rare crops from other colonies or the ship.
After 1000 men the game becomes a bit laggy and unresponsive.
Likewise, consider how much iron is available from your deposits. You may want to invest in kelko spores early if they're scarce to ensure long-term viability.
Third, build batteries next to your solar panels. They give them increased power generation.
And fourth, consider worker efficiency. Oftentimes workers, space, and nanites are your bottlenecks to future growth. Solar panels, while expensive in terms of nanites, don't require workers. Parks, while expensive in terms of space, don't require workers either.
Lastly, fifth: if you're worried about your colony dying from a horrible disease or power failure, build a "backup" area that can be easily separated from the rest of the colony. Ideally it will have one or two small residences, farming capacity, water capacity, lots of solar panels/batteries, and minimal storage. With this, if your colony suffers a horrible catastrophe, you can destroy the tunnel connecting the backup from the main colony, let the main colony die, and continue on with the secondary, reconnecting when you're ready. It's also helpful voting-wise to have enhancers available at the backup (high voters are happy voters!) but not required.
Tip 2: if you're building on a map that has worm tunnels, see to it that there are plasma turrets set up nearby [this applies to if you have built buildings near such tunnels first.] The worms, whether water or sand, tend to come out of some of the same tunnels from time to time, so it's best to "nip them in the bud" before they can damage your buildings with their vomit. The cannons can make the worms retreat faster.
Tip 3: If you keep getting plague spores from some specific direction a lot, set up at least 2 or 3 plasma cannons near the intake fan they keep hitting. That way, you'll have multiple cannons shooting at the plague spores and destroying them before they infect your colony.
Tip 4: Alien spores are not as predictable as they used to be. While some come from specific directions, quite often they will come from multiple directions to drift towards your colony. So even if you're fighting alien spores on one side of the colony, chances are, they'll hit the other side of the colony as well while you're not looking. Bottom line: make sure you have - at minimum - enough scrubber drone hubs to cover the whole colony. The plasma cannon setup can come later.
Tip 5: Keep an eye on walking penalties. You can use the Commute Button to figure out what facilities are the most taxing on your colonists when they have to walk to and from work. It'll give you an idea on where to put your next outpost/habitat/skyscraper.
This has been challenging for me to visualize. When I place them I don't see much difference and can't figure out how far of an effect either of those buildings have.
Make sure that:
-You have Mines or Laser Mines producing iron or copper, and that they haven't run out of minerals, and they're staffed and have enough power
-You have Nanite Processors converting the iron/copper into Nanites, and that those also have power and adequate staffing
-Make sure you *don't* have Consumer Goods manufacturing turned on at a Mill if you're experiencing Nanite shortages, as these require Nanites.
Also, when you run out of iron or copper, you can grow Kelko Spores, which can be converted to Kelko Sludge, which can be used as a source of Nanites.
Ctrl-Alt-X should do it.
If you press the F1 key, it'll show you bars sticking up from all the building footprints and the quality of air in that area. The taller and greener it is, the better the air quality. The shorter and more yellow or redder it is, the filthier the air. The F1 key would be highly useful if you see colonists complaining about air quality. You could then see why they are complaining and where the issue is occurring. You can also press the "Air Quality" button in the lower left menu for the same thing.
I would usually recommend, specifically, that you set up an air filter, an intake fan, and a windmill in "fan mode" next to all geothermal and zorium plants you build. Sometimes you need two sets for the zorium plants, one on either side. Often new areas in your colony will need attention soon when it comes to air quality, due to isolation from air-purifying facilities.
Again, the F1 or "Air Quality" button will help you visualize this.