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SURVIVALIST:
Food: Survival Skills. +20% production speed, Trapper and Hunting Cabin.
Food: Emergency Harvest. +50 harvest speed, all Fields.
Resources: Lumberjacks. +1 work slots, Lumber Yard and Logging Camp.
Infrastructure: Efficient Heating. -50% energy consumption, Radiator and Industrial Radiator.
Community: Upscaled Tents. +??% happiness, Crowded Tent and Crowded Emergency Shelter.
INDUSTRIALIST:
Food: Fish Fodder. +3 fish, Aqua Farm.
Resources: Sledgehammers. +30% production speed, Concrete Scavenger.
Resources: Junk Recycling. +2 parts, Mechanic Shop.
Resources: Conveyor Belts. +20% production speed, all Auto-Extractors.
Infrastructure: Panel Coating. +40% durability, Solar Panel and Large Solar Panel.
PROTECTOR:
Community: Solid Foundations. +40% durability, Shanty and Improved Shanty.
Community: Reinforced Concrete. +40% durability, all Houses.
Safety: Guard Patrols. +1 work slots, Guard Post.
Safety: Calibrated Lathes. +30% production speed, Gunsmith and Grand Gunsmith.
Safety: Prescriptions. +25% healing speed, Medical Tent and Field Hospital.
Thanks bunches for this detailed answer!
Survivalist seems strong because the bonuses come very early when everything is insanely tight and you are short of everything. The Harvest speed seems really good since a lot of your food is going to come from harvesting. In theory the tent bonus should be huge since it takes a while to upgrade, but honestly, I don't see the effect of the tents on happiness (it may still be a thing, but I can't tell).
Industrialist seems pretty good. Fish farms aren't too far down the tech tree and they are way more efficient anyway than hunting for protein. The sledgehammer is ok, though I'm rarely in a huge rush for concrete until I'm ready for houses (and the game is over at that point). The solar panels are ok, but honestly you want wind later anyway so meh?
Protector: These seem... terrible. Guard posts are next to useless because the guards don't respond to attacks very well. I get more guns than I normally need from scavenging, and by the time I have prescriptions, I've probably got 242525 medical tents up. I guess the shanty upgrades are ok, but I usually go Communial housing with interior walls,a nd this is literally the only trait that seems to matter in this ideology?
Am I too far off here? I'm certainly no expert at this game so I'd be willing to be corrected.
But I got through the entire early game with 2 med tents, then added 1 medical center in the mid game, and never needed any more than that until very late in the end game. Prescriptions is THAT good.
Also, I put guard towers with 3 guards in a handful of places and stopped worrying, almost entirely, about "colony under attack" alarms. One guard tower with 3 guards meant that nothing hostile that came through the gate made it to the first building. One guard tower with 3 guards next to the outermost buildings, the ones animals tended to attack, meant that anything smaller than a Wild Boar just got erased without my bothering to scroll over there. I think it has to do with the fact that until you get the 3rd guard, there are long periods of time where 1 guard is home asleep and another is walking there or back, it's the third guard slot that guarantees the tower is actually occupied 100% of the time. I found it very useful.
Unless the ideologies change again, the next time I play through, I'll probably go Survivalist because spamming Logging Camps got exhausting, needing 1/3rd fewer of them is a big deal, and because I leaned heavily on Hunting Cabins for both meat and fiber, so making them even more awesome is something I want to experience. With those (and one Aqua Farm in the endgame for the Iodine Pill recipe) I would expect to be massively overstocked on meat without building a single ranch, and with +50% harvest speed on farms, I can't imagine even wanting more than 2 large fields.
One of the Societies I found, will sell 50-100 firewood, a great boost I buy as often as possible, nearly eliminating that problem for less than 100 colonists ;)
Healing speed is a great bonus to have, during a pandemic. But overall "Protector" bonuses do seem weakest / less useful.
Does this still apply for the November 16 patch/release?
New 1.0 version!
SURVIVALIST:
Food: Survival Skills. +25% production speed, Trapper and Hunting Cabin.
Food: Emergency Harvest. +100% harvest speed, all Fields.
Resources: Lumberjacks. +1 work slots, Lumber Yard and Logging Camp.
Infrastructure: Efficient Heating. -50% energy consumption, Radiator and Industrial Radiator.
Community: Upscaled Tents. Reduce happiness penalty, Crowded Tent and Crowded Emergency Shelter.
INDUSTRIALIST:
Food: Fish Fodder. +3 fish, Aqua Farm.
Resources: Sledgehammers. +40% production speed, Concrete Scavenger.
Resources: Junk Recycling. +2 parts, Mechanic Shop.
Resources: Conveyor Belts. +25% production speed, all Auto-Extractors.
Infrastructure: Panel Coating. +40% durability, Solar Panel and Large Solar Panel.
PROTECTOR:
Community: Solid Foundations. +40% durability, Shanty and Improved Shanty.
Community: Reinforced Concrete. +40% durability, all Houses.
Safety: Guard Patrols. +1 work slots, Guard Post.
Safety: Calibrated Lathes. +40% production speed, Gunsmith and Grand Gunsmith.
Safety: Prescriptions. +33% healing speed, Medical Tent and Field Hospital.
My setting for all of these were on the easiest, which is now 50%. I don't think settings change the tech trees but sharing just in case that's why some of my values were higher. Otherwise they're the same as far as I can tell.
Thanks for the info, so basically the same with a few percentages actually increased and nothing decreased. Very good to know
Yes they are, but you'd have to start 3 new games and hover over each thing and by the time you did that you've probably forgotten the ideology specific reward info for the first one. Or at least I think that's how I did it but I haven't played in a few months.
I suppose quoting would be a good practice for instances such as this where they deleted their posts after the fact and make the timeline of replies seem nonsensical.
Wouldn't players start 3 games anyway just to see what the differences are for their strategy in dealing with the 3 different Ideologies? In this sort of games I like to go through things for myself instead of reading about it. I would then ,seek the differences in the wiki, and then the forums (if wiki page do not exist) when I wanted a summary so I can compare all on one page. Which is why documenting in wiki format is ideal as we seldom would check the dates of posts and thus the relevancy of same.