Surviving the Aftermath

Surviving the Aftermath

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bstangeby Jan 8, 2024 @ 11:56pm
Weapons, tools and clothes
In current game I had two clothes, two tools and one weapons factory up and running. But I was never able to keep up with the demand. More clothes was breaking each day than I was able to build. Why bother with a large flax field when are out of food? Set up a outpost each for tools, weapons and clothes and demolished the buildings. But is it really needed? I still get stuff built even without any tools. Guardposts still kill the blight creatures even if are without weapons.
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hashimoto4life Jan 9, 2024 @ 1:31am 
How much is your population? I feel like two upgraded industrial buildings is enough for my population of 200.
bstangeby Jan 9, 2024 @ 1:43am 
108 in population. Those go up and down of course. Not researched the advanced buildings yet. There is always something more that are needed to get done first. Open up all the covert buildings in new alliances tech now. It is so damn annoying with the stealing or stabotage.
ellacharmed Jan 9, 2024 @ 4:35am 
Colonists working without Tools are more prone to Injuries.
Colonists with no clothing are more prone to Infections.

We can never keep up with Production, I feel. I think it is by design, to make use of the Trade Center. And the Scavenging Outposts. And no matter the Ideology I chose, seems that I have to beeline for the Industrial Mining Tech.

Do you have Shattered Hope?
I feel like the production rate has been nerfed for all producer buildings if this is installed and enabled. To ensure we make use of the Moon Rock and Overtime feature. But then they get a "tired" debuff and we have to utilise the Colony/Hope Square to hold Feasts to pump up the Happiness meter again.

And then if you also have Rebirth, the Anguished and Colonists leaving; and Propaganda from New Alliance is all too much to handle, with no mods.

But only at the first 100 days or so, after that it is just a waiting game and busy work and rearranging of building layouts.

It's become a vicious cycle rather than an enjoyable and relaxing game. Especially on a custom game with a high difficulty rating.

It's acknowledged that balancing is difficult in any game especially after DLCs are added on, but I feel the difficulty is all lopsided now and front-loaded and towards the end, it's become too repetitive. Because the game is designed in such a way that Colony/Gate Events and Quests have no connection to the Resources the Colony has. I learned that the hard way when I was creating my Windfall mod. So we can get Quests asking for Basic Tools when we have transitioned to Tier 2 Tools (always forget whatever it's called). Or asking for Corn/Potatoes when all out Fields/Greenhouses are already set to Soybeans or Peanuts.
Last edited by ellacharmed; Jan 9, 2024 @ 4:46am
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