Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
it's pretty shallow that the only production centers that are worthwhile are the forrester, the skinner, the looging camp, the sawmill and the aquafarm. All the others are balked, with production values that are not worth the cost. Imagine components cost 10 rare metals and 4 plastic per component. Electronics cost 10 components and 10 rare metals per electronics. I have 1 rare metals deposit with 1043 rare metals. I have researched everything and would like to have a thriving community that is doing more than just getting by with their own production, but i can produce a total of 1 electronics or just over 100 components throughout the whole game, neither of which is enough to make any lick of difference. What is even the point in having the tech to research? there are no gains. There is no gain to upgrading the tailor or the toolshop either, the cost of better clothes and tools is too high, the production too low and if they do last longer it's not enough to make up the difference.
Production centers do not stock resources for use in production cycles, they get what they need for a production cycle and then fall into downtime while they wait for longer than the production cycle to get more resources, by which time the workers have left to eat or sleep or whatever else.
the mess hall: cost for 7 mixed meals: 3 meat, 3 cabbage, 3 firewood, 3 pop points
total daily production estimated at 16 meals (the prod/day values are estimates which are rarely reached due to downtime)
skinner: 1 production cycle produces 2 meat
so the cost of 16 meals in the mes hall is: 3 production cycles of 1 pop per day in the skinner
2 production cycles of 3 pops in the mess hall, however many production cycles per day in the fields or green houses for the cabbage production and 2 production cycles for 1 pop per day in the logging camp. That's 5 pop for 16 food/day instead of 2 pop for 12, so the extra 4 food a day cost me 3 pop points, yeah that makes sense....
Heya @BedlamBetty - I believe I answered your feedback already in another thread, but indeed - as we are still in Early Access, there are going to be some issues with the balance in the game, especially as we add in new features and improve older ones - so any and all player feedback regarding the game is appreciated!
Thank you for your feedback - I have forwarded it to the rest of the team to ensure it is read and taken into consideration. No promises or guarantees for changes based on it though! :)