Make some really impressive sculptures, and put them right into the mess. Ugliness that is unavoidable can be countered with decor bombing. For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony. They do not want to walk through disgusting places all the time. Provide short walkways to these places.Ĭolonists do not like to exist in a cluttered and ugly environment. Some rooms are very frequently accessed from the outside (the freezer is one example). Make sure that related areas are close: kitchen, freezer, warehouse and factory floor. Prison breaks are more easily contained if the fugitive is in the middle of your base. Hospitals and prisons require frequent visits, to tend to and feed patients and "guests". This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed. Colonists visit this place only very sparingly during the day. Recreation and eating happens mostly in the morning and evening (before and after night time). The recreation and dining area should also be off center, probably close to the sleeping area. This quickly leads to a cluttered base layout that is difficult to defend. If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone. Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle, and during the breacher raid it's better to lose beds instead of fabrication bench.Īlso, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else.). The most important principle here is to not put the living quarters in the center of the base. It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly. Getting stuff done: lowering foot traffic The base should also be secure, but that is probably the easiest part. They must be able to reach their assigned jobs in time, and the base needs to be pleasing and comfortable to work and live in. General colony design principles Īn efficient base allows your colonists to get stuff done and stay happy. And so on.Įspecially early on, when you feel you need "everything now!", you can make do with "just enough", leaving room to build on those starts later once you have your feet under you and don't feel like you're putting out quite so many fires at once. Later, once your pawns have proper bedrooms of their own and you have dedicated kitchen and crafting areas, tear out the partitions to get the full-size freezer you want, and you're back on track for your master plan.Įxpanding on that, if you plan for larger bedrooms, you can move to build a single 5x5 room, and divide that into four 2x2 bedrooms (using one as a prison cell or medical room), or six 1x2 coffin bedrooms, and tear out the walls as you later have the time/manpower to expand properly. Maybe partition it for now for a smaller area for cool meat/perishables storage and another for comfortable-temperature barracks and workspace, done. Plan your freezer room, build that, but use it as a combination barracks/storeroom until you have your bedrooms and dry storage areas built. You want to get your pawns indoors, and similarly with perishable items, and you want a freezer. Break it down into smaller chunks, maybe temporarily partition it with cheap wooden walls, and "remodel" once you're in a position to progress with the larger project properly.Ī perfect example is your very first building. Sometimes you'll have a "grand plan", a large combo dining room/rec room, or a hospital complex, or a vast kill box area, or maybe your entire colony pre-planned out - great, but don't feel you have to do it all at once. Have a plan, always move toward that plan, know what the next plan is after that, and move toward that as soon as possible.Īnd then move on to the next plan, and so forth. It's very easy to let your colonists do "busy work" - hauling, cleaning, shuffling around - and never actually grow your base in any productive direction, or at least not very effectively. One of the hardest things, especially for new players but even veterans can suffer this, is to know where you're going next. This guide is the ultimate go-to guide to building your colony, for all stages of the game. 2.1 Getting stuff done: lowering foot traffic.
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