
Contents
Basic Guide to Gameplay
Energy/Oxygen
Oxygen Center uses coal or sustainable energy resources (gas energy, hydro energy, solar energy, wind energy, wave energy) to produce oxygen.
Oxygen Center can store sustainable energy in its batteries. The stored energy is used when consumption exceeds production. You can increase your sustainable energy storage capacity by building some more batteries.
- Coal can be produced in Coal Mines or can be gathered from the ruins. (Coal is stored in the Oxygen Center).
- Gas Energy can be generated with the help of Gas Extractors or Undersea Gas Extractors. When these are located in the crack zone, they generate energy. (Gas Energy is on the Energy Menu and shown as per hour.)
- Hydro Energy can be generated with the help of Water Turbines. These can be located on the river. They don’t produce energy during droughts and frosts. (Hydro Energy is on the Energy Menu and shown as per hour.)
- Solar Energy can be generated with the help of Solar Panels. These can be located anywhere on the maps. They produce more energy during sunny days and drought but don’t produce energy during the night. (Solar Energy is on the Energy Menu and shown as per hour.)
- Wind Energy can be generated with the help of Wind Turbines. These can be located anywhere on the maps. They produce more energy during the winds. (Wind Energy is on the Energy Menu and shown as per hour.)
- Wave Energy can be generated with the help of Wave Power Stations. These can be located on the sea. (Wave Energy is on the Energy Menu and shown as per hour.)
Lack of Energy / Winds
Especially during the winds, there may be a shortage of energy resources.
How to get ready for the winds:
- Trees help a lot. You should try to revive some dead trees. When a tree’s vitality reaches the necessary value, it generates a tree dome. Any building under a tree dome has no energy consumption. Don’t forget to assign a worker and provide sufficient water, otherwise, it starts to lose its vitality.
- When your settlers are under a tree dome, they don’t get sick during the winds and also don’t consume oxygen tanks. Trees require a lot of water in order to reach the required vitality for creating a tree dome. During a rainy or snowy day, trees don’t require water.
- You should run the oxygen generators in the buildings during the winds. Otherwise, there may be a lot of people sick. Each Medical Post has a capacity of 5 patients.
- If your energy is short, you can pause some buildings. When a building is paused, it doesn’t consume energy and the workers in the building become constructors. Oxygen Center provides oxygen and spreads it around the building. Therefore, there is a safe zone in front of the Oxygen Center. Settlers don’t consume oxygen tanks while standing there, also they are safe during the toxic winds. Construction workers and children always stay there when they have nothing to do.
- If your energy is short, you can turn off the oxygen generators in cafes, playgrounds, and temples. As the settlers stay a limited amount of time there, it’s not so likely to become sick.
- If you have some settlers working in the ruins, you should make your Medical Posts or Hospitals ready because they will become sick eventually. It’s better to call them back during the winds. They can stay healthy in front of the Oxygen Center.
- Medical Posts, Hospitals, and Houses have automatic generators. You can’t turn off their generators but you can pause those buildings if you don’t want to consume energy.
Lack of Water
Especially during droughts and frosts, there may be a shortage of water resources.
- Since the lakes and rivers aren’t functional during droughts and frosts, water purifiers are not working.
- You can build Water Desalinators, Water Wells, or Rainwater Collectors if you want to produce water during droughts or frosts.
- If you’re in the early game, you should collect the necessary water before droughts and frosts.
- During frosts and droughts, you should remember that your Trees and Planthouses are consuming water.
- You should also be aware of the Signal Tower and Radar team’s expedition expenses. They require Canned Fish and Water during their travels. It’s best to check your water and food storage before sending them to any location.
Lack of Food
- Fishing Docks by the lakes and rivers are not working during droughts and frosts.
- If you have a Fishing Dock by the sea, you can produce fish during droughts and frosts.
- Also, you can produce potatoes or tomatoes in your Planthouse during droughts and frosts.
- You should also be aware of the Signal Tower and Radar team’s expedition expenses. They require Canned Fish and Water during their travels. It’s best to check your water and food storage before sending them to any location.
Lack of Canned Fish
- If you want to keep some canned fish for your Signal Tower and Radar teams, you should be aware of where your settlers are eating food, and which storages your canteen workers are using to collect food.
- When settlers are hungry, they search for the nearest canteen first.
Storage / Canteen Workers / Hunger and Thirst
Storage
- Settlers go to the closest storage to pick up or drop off any material, food, or water.
- Canteen workers prefer the closest storage to collect food or water. If there is no available food or water in the closest storage, they go to the next storage closest to them.
Canteen Workers
- Your canteen workers search for the nearest storage, and then collect food in this order: Stew Fish, French Fries, Potato, Tomato, Fish, and Canned Fish.
Hunger and Thirst
- When the settlers are hungry, they go to the closest canteen to eat something. If there is no canteen in your settlement or no food in the canteen, they go to the closest storage to them. When they go to the storage to eat something, they prefer food in this order: Stew fish, French fries, potato, tomato, fish, canned fish.
- When the settlers are thirsty, they go to the closest canteen to drink water. If there is no canteen in your settlement or no water in the canteen, they go to the closest storage to them.
Clothes
There are two types of clothes: Uniforms and Kevlar Suits.
Uniforms and kevlar suits have set durability/expiration, when it’s up they are not valid anymore due to leakage issues. Therefore, oxygen tank consumption becomes faster, and settlers have to refill their tanks more often when their clothing durability hits zero.
- Uniforms are valid for 30 days.
- Kevlar Suits are valid for 50 days.
Each day brings extra points to the settler’s confidence depending on the clothes type.
- Uniform [+1]
- Kevlar Suit [+2]
When the clothing durability hits zero, the settler gets [-1] point.
Oxygen Tank Filling
- All settlers visit their home for oxygen tank filling.
Frequencies of these visits can be reduced if the oxygen generators are turned on in the buildings they work in.
- Children and constructors wait in front of the Oxygen Center to breathe sufficient oxygen. When they are out, they use oxygen tanks.
- If a building has a sufficient oxygen level, workers don’t consume their oxygen tanks while they’re working there.
Productivity Levels
Each settler has a productivity level. This level depends on the settler’s confidence level and education level.
- A – 100%
- B – 83%
- C – 66%
- D – 50%
- E – 33%
- Productivity levels define the settlers’ production speed.
- Confidence and education levels are in the range of Low-Medium-High. Each upgraded level allows settlers to move to a higher production level.
Vote of Confidence / Annual Report / Confidence
Vote of Confidence
Vote of Confidence shows your leadership performance. You should be aware of your target level and try to keep the Vote of Confidence as high as possible. Otherwise, your people will leave you at the end of the year.
Here are the parameters of the Vote of Confidence:
- People: This is the total confidence level of settlers. Each settler has a confidence level. The sum of these numbers gives the total confidence level.
- Population: Newborn babies bring extra points. People who joined you with the help of Signal Tower or Submarine Dock bring extra points. Leaving people who want to join you with the help of Signal Tower lowers the total score. If there is no cemetery, people who died of hunger, thirst, illness, and crack explosion lower the total score.
- Exploration: A new location exploration by radar or signal tower brings extra points.
- Buildings: Each completed building brings extra points. Each demolished or collapsed building lowers the total score.
- Task Performance: Each task that is completed successfully on time brings extra points depending on the task’s difficulty.
- Tree: Each tree, reaching 100% vitality, brings extra points. If a tree with 100% vitality can’t keep this score, your total score will be lowered.
Annual Report
You’ll receive an Annual Report at the end of each year.
Here is what you’ll find in the report:
- Whether the Vote of Confidence target is achieved.
- Total amount of new people joined in the previous year with the help of Signal Tower and Submarine Dock.
- Total amount of babies that were born in the previous year.
- Total amount of your settlers who died in the previous year.
- Target level of the Vote of Confidence for the upcoming year.
Confidence
- Hunger: Each day brings +1 point if the settler finds something to eat.
- Thirst: Each day brings +1 point if the settler finds water to drink.
- Health: Each day brings +1 point if the settler is healthy.
- Home: Each day brings extra points to the settler’s confidence depending on the house comfort.
- Clothes: Each day brings extra points to the settler’s confidence depending on the clothes type.
- Social Life: Each visit to Cafe or Canteen brings +1 point (for adults). Each visit to Playground or Canteen brings +1 point (for children).
- Spirituality: Each visit to Temple brings +1 point.Decoration: Each visit to decoration brings extra points depending on the decoration.
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