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There's also the 365 days Achievement if you *do* decide to play until each component on that bar reaches 100%.
The bunker mechanism was introduced for those who play the long game and wants something to do, while building on every square inch of the map; and demolishing and rebuilding to get layouts that optimize the production rates.
How so? How do I stop at, say, 50%?
Isn't that like failing?
Like I said, *you* define what complete, or success, or failure means in your own gameplay.
For me, I call it impatience, or actually I don't really label them as anything. I just play and think up mods to create. If I think of a new thing to try that cannot be accomplished in the current playthrough, I just scrap that one and start over. There's no scorecard, after all. Or even a timeline that says you need to do a playthrough in xx number of hours.
I don't keep tabs of how many saves I start, or how many I did not "complete", so it is a moot point. Which is why I like this genre of games. Mainly because the act of modding and testing mods necessitates starting New games each time.
Do I have to 100% them all to conclude that quest?
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What I'm wondering about is what does an Engineering Outpost do once it hits its type 100%? Does the Engineer/Specialist just twiddle his thumbs until GAME OVER? Or does he start to produce _something_ like a Frontier Outpost? If you currently have 10 Specialist, I doubt you could dismantle the Engineering Outpost and reclaim the Specialist. So what **can** a player do with an Engineering Outpost of a type that hits 100%?
By the time the bunker quest is completed, the gameplay is advanced enough I don't really need the resources, if there's any that a Scavenging outpost would provide in that now unoccupied sector. Just like a lot of things towards the endgame, I just leave it be.
So there isn't an endgame? :O
0 endgame content
City builders don't have an end goal, they don't have a moment of "congrats you did it, not its over!" You are just supposed to enjoy your time until that city is no longer enjoyable to play with
I like games like this, where there's no end goal, no finish line, because you, as the player, gets to define that, and you don't need to feel any obligation to reach the end because there is no end. Not like most other games that have a main story that ends and you're done
True. Someday I will build the bunker, but now I just want a nice-looking colony.