Having trouble with the game? Look here.
Tips for Survival, Maps and Achievements categorized for your planning pleasure.
introduction
I really wanted to love the game but its just so unfinished, its a gem in the rough and I wish someone could come back to pick it up and polish it into a great game. Despite all its flaws, I still liked it enough to give it a recommendation to at least try it out.. for cheap, très bon marché.
Graphics and Mechanics are nice, its all set up to be this extraterrestrial city builder like Banished but it still needs work.
One of the things I liked the most are the alien designs from plants to animals, they were cool and the story, bien que petit, its nice.
toutefois, the AI is wonky, colonists will run around in circles like headless chickens, refuse to cook when they have plenty of ingredients or just leave stuff on the ground when the tool shed is right next to them! This usually gets fixed by saving the game and when it reloads automatically, il’ll be better.
Music turns off when reading guides or events and when it loops, it cuts off and restarts and its super jarring. There is no autosaving so if (in typical sim game fashion), you get so focused on the game you forget to save for a long time, the game starts bogging down and glitchy stuff starts to happen and if you get unlucky, it may freeze and since you didnt save.. bye bye, so yeah.. remember to save often. Oh ouais, the game also doesnt close/exit properly and I need to force shutdown from steam library.
This game would also have benefitted from a random map mode (actuellement, you can only play in scenarios which has always the same map) and if they added mod support so players could share their own maps and scenarios, it would be great, read in the forums the developers abandoned the game which is a shame.. Mais bien bien. Custom difficulty does change up things a bit and the Tau Ceti maps are kinda sandbox.. d'accord.
De toute façon, I really liked the art on the game and for the price, its good enough.
The test version (game properties->Bêtas) is actually more stable and has a little more content, looks like the developers gave up before releasing a new update.
I made this guide for the main reason to write down what i learned about the game, through trail and error, observations and reading on the forums. My first two days playing the game, people kept leaving or dying because lack of food or comfort and I couldnt figure it out, I read the food guide but I still had my questions so yeah, hope my notes help other people who try this game out.
I also am an achievement hunter and wanted to write down my strategy on some of the achievements, so check out that section if you are having trouble with a scenario.
Nutrition, Security and Comfort
The main variables of the game, ces 3 will determine the overall health of the colony.
People will abandon your colony if these are not up to their standards, a good goal is to keep all of these above 40% but its tricky, je’ll try to explain, to the best of my knowledge, each one.
You can see what is affecting your current score by mousing over the percentage like so:
In my image, I moused over 19% below security, would have 49% if I didnt have injured.Each Colonist happiness depends on your colony stats vs their principles, if your colony stays below their principles for too long they will eventually leave, unless something special prevents them from leaving (like a 2 month contract).
Dans cette image, you can see this person has its comfort value in neutral even though i only have 4% confort, pourquoi? Her comfort principle is set at 4% donc, yeah.. standards.
You can see their principle limits by going into a character sheet, scrolling down and opening the opinions panel OR in the personnel option (en bas à droite, icon looks like people) then mouseover the happy or frowning face:
Nutrition is divided in 3 catégories: Calories, Protein and Micronutrients.
For a colonist to be healthy, they need to have all of these 3 au-dessus de 50%
Each type of food gives a different amount, but dont worry about it, my colonists did just fine by eating the same thing (smoked fish) for years.
Your colonists will stop work and go find food when they get hungry.
They usually get hungry once per day (pretty efficient).
Si possible, they carry food with them, so even though you might see food available around camp, some people will be starving because the only food around is being carried by someone else.
On the production menu, cliquez sur le « disponible » number to pinpoint where the food is.The rating goes up if you have food stored (edible ingredients like seeds count) and it goes down if your colonists begin to starve or are malnourished. To keep this value up, have enough food around for your colonists to be healthy, you will need a very close balance of ingredients, prepared food and preserved food. The rating takes in consideration how many days you have food stored, so the more people you have, the more you need stored.
Do place food storing holes/clay barns close to the cooking stations for max efficiency.
This is determined by the quantity and quality of your weapons.
Seulement 2 weapons per person count, the weapon has to be loaded, so empty coil rifles dont count.
Some robots and/or sentry turrets count towards the rating.
Having injured people or being killed by monsters will lower it tremendously.
Best strategy early on, is to create crude spears, enough for everyone but DONT use flints for spears, you will need flint later to make guns. The limit is 2 weapons per person.
This is determined by the quality of your housing and your stimulant stash.
The average rating of all available housing contributes to the rating as a base.
It is recommended to build housing close to work hubs and food storage, aussi, to have housing for all colonists.
Houses can be upgraded, click the house, then click the arrow on the title that comes up.
As your technology and access to better materials goes up, you should build better homes and salvage the old ones. Better housing will be available as you get access to better tech through policies (see next section).
Some colonists have higher principles than others and those are the ones who will be harder to please but you will also need them to increase your comfort technology.
The max comfort rating bonus for a 100% stimulated town is 5%.
Policies are a way for you to access better technology to increase these 3 main stats.
You access this by clicking on the last button of the menu to the right. (en bas à droite).
In here, you can see which technologies you can adopt and you should adopt as soon as you can get the majority votes. Ce, à son tour, will let you create better structures and tools.
If you mouse over the cannot vote sign or the no majority sign, you can find the reasons you cannot advance technology tiers yet.
Mécanique
Time is different in this unclaimed world, a day-night cycle is not a day but a season or two!
Months go up by one every 10 unités. 0.10.10 -> 0.11.1 (Y.M.D)
Il y a 14 months in a year so 0.13.10 -> 1.1.0
Learn how to setup and use standing orders.
Essentiellement, you order any available colonist to gather these items in the zone you highlighted IF the colony inventory falls below that point. This is a great way to always have firewood from forests and other basic items around.
You do it by clicking on the lock icon left of the count slider.
Bien sûr, this will only work until there is no more of the items in the gather zone you designated, they cant gather clay from there is there is no more clay to gather, Vous savez? So if the thing you ordered is not renewable, check from time to time to see if the order still works.
On the right side of the menu, the button with 3 rectangles in the Production menu where you cn order your colonists to make stuff.
The standard filter is « Disponible maintenant » which is nice but its hard to remember the components to create what you need.
Donc, if you want to make a kiln, the option wont show up if you dont have stones AND clay in your camp inventory (its not available now), so if you want to see what you can build with the resources discovered (either by scouting or examine), click on the attainable button.
The attainable button will also list the products you can make after making other products, Par exemple, if you have clay, it will show mudbricks even if you dont have wet mudbricks yet.
If an item has two or more sets of tools, you need access to at least 1 option in each set:
Ici, I need access to a work station AND resin.
Try and keep your task queue below double the number of colonists.
(c'est à dire. ci-dessous 16 tasks for 8 colons)
This is to prevent the AI to break or glitch out.
You can cancel certain tasks by clicking on the details arrow (Pointed by my red arrow in image) then clicking on the garbage can (in red circle).
You can set a priority to all of the same tasks, by clicking on the asterisk.
(In my image, I would set all Hunting tasks to Low, shown in yellow arrows)
If you find that the task is not being done even if you set it to high priority, make you to stockpile the location the task is going to be done with the ingredients. Par exemple, build a fishing net: Stockpile the string AND the resin at the workbench.
If a structure just wont build, check if the materials are « On site » pas « In inventory ».
If dropped items are in the way of constructing a building, see what the item is, put that item on sale through TRADE interface (port or helipad), colonists will prioritize getting things into trade ASAP and will pick up the items.
Once you scouted an area, you can use the minimap to find those materials you need (like flint or special leaves), click on the UP arrow here:
Then select the item you want displayed on the minimap, this way you can go there and lay down a gather zone for the item you need.
Be vigilant of vermin around your food storage, they can eat it.
if you have a colonist to spare, set him on patrol around camp to keep vermin out, set him to NOT use ammo for vermin and equip him with spears.
Some structures (like storage holes) can keep vermin out, basic houses dont.
The ledger can show you how much food has been spoiled or eaten by vermin.
Save often in case you miscalculate and cook more than needed and have lots of food spoiled.
If you let food tracking on, on the minimap scan, you can see exactly when food renews in the forest/swamp/lake.
Dont set your standing orders to gather all the food (99), réglez-le sur 1.2 times your population.
So if you have 10 personnes, set the order to 12, look at your food sources and adjust accordingly.
Food doesnt spoil ungathered.
The exception are tubes and seeds since they last 100 jours.
This is unless, you have a way to make the cooked food last longer (like smoked fish).
Houses act as stockpiles for items, if your food storage hole is not being used it’s because some house is being used to store food instead, check your containers. If you made a stockpile zone, it is set to stockpile everything as default, so check those too.
When you create a stockpile zone, you wont be able to see the option to stockpile a specific item until you have at least 1 of it gathered somewhere.
A good way to force colonists to pick items from the ground and put them in containers/stockpiles is to try and build over the area, the first step of building is removing items from the ground.
I think toolsheds are the best place to store materials, build these next to kilns/overs/kitchens to have fuel « in range ».
Trade towns only buy a certain amount of certain products.
To check these, click on world map (globe icon on right menu), then you will see this screen:
The green button shows the amount of each product they are willing to buy.
The red button shows what they have for sale.
The white button shows the recruitable colonists available there.
Be mindful of the colonist principles before recruiting them!
How to check, then mouse over the bar.The small icons left to their names are their specialization skills.
A colonist specialized in smithing will have an anvil, etc..
toutefois, a farmer specialist can also have some smith skills, you never know, so when it gets tough when youre looking for a smithy or a chemist, check everyone’les compétences, you might find a genius cook!
Item amounts and colonist change every few days or so, so keep checking often to see how it changes.
A Day for degradation is a day-night cycle not a calendar day.
Most structures only need tools to be repaired, dont worry.
You can check through the task manager.
By going into an item status, you can see how many Days an Item has before breaking.
You can access the item select window from the production manager too.
You can also disassemble some objects to get their parts back in the item select window.Items are considered « Dehors » when carried by colonists.
Méfiez-vous, is you salvage a building while its producing something, it might get bad.
Make sure the structure is finished producing before tearing it down.
If a structure is made of items (like a tent), giving it maintenance while its in its building form ill restore the item durability, the exception to this are deployable items like traps or sentries.
You can pause time with the P key or spacebar.
You can open the options menu with the M key.
1 2 3 number keys control 1x, 2x and 4x time speed.
Conseils
Seriously dont forget to save often!Have multiple savefiles too, I crashed once and my savefile got corrupted!
You can read the achievement sections for tips on how I managed to clear the scenario with the extra challenge.
EXAMINE is used to discover resources like fish ponds or clay/ore pits, dont only scout, examine too, sometimes you need to do it twice.
Locations do not run out of resources.
Some locations get « forgotten » if unseen for too long, toi’ll have to go and examine again, this is why there is an awful lot of spam of « repérage » emplacements.
Click on the search button again to remove the search result filter.
Remember that you can order people to do things but if they dont have the right tool, they wont do it and just stare into space.
Check the personnel info (its a people icon, en bas à droite) to see the opinion of your colonists to try and keep them happy, this also helps to see why your colonists are idle.
Remember that you can upgrade some structures.
High priority doesnt work in the smithy, it will always want to make more bloom or wrought irons instead of items.
To claim a carcass killed by other aliens, you need a colonist close by, make a zone, then cycle through entities.
You can bypass the hunting limitation of being near camp by using Move Camp and put camp close top the prey, once the hunt is done, move it back to your town. Save before doing this amd keep a backup save, as it might crash your game in minutes as colonists go crazy trying to move everything. If you see your game freezing bit by bit like a stutter, you might crash soon.
Smithy structures can hold charcoal for default, try not to store charcoal in other places or you’je vais passer un mauvais moment.
If you salvage a port, you will need to examine again to re-discover it.
Each trading port has very specific items they buy and sell, check them before stashing your own port with worm carcasses which noone buys :P, to check, go to the world map (globe icon button to the right), click on the port then click on the red/green buttons.
If a colonist is just idling, check if its waiting for a tool, sinon. Save and reload, that might work.
This bug happens more often when you recruit new colonists from towns, they just stand there when they arrive, apply this if your people are starving even though you have food available.
Méfiez-vous! If you salvage a structure while its producing something, you might break the game.
People are finite, if they die, there is one less recruitable person for the scenario.
New people dont spawn.. or die of old age, Je pense.
-On game stuttering/crashing-
If things start to get glitchy with the text of not available or stuttery, check your structures, having your buildings too close together might lead to pathfinding issues.
I also found out that broken down locations can slow the game, salvage a location if youre not using it too much to prevent colonist wasting time on it. (Par exemple, salvage the clay pit if you already built everything you needed with clay or salvage the ore pit if you already have 30 ore around). You can build it up again when you need it.
Avoid having extra stuff, gather only what you need, this way, the game will track less things and will go smoother. You really dont need 25 sticks in camp.
Aussi, the less structures you have, the less things you have to maintain and more free time for your colonists. You really dont need 4 stone ovens. Remember that trade forces things to get stored into the port/helipad right away which can save you if you have too many items on the ground and too much stutter. Oh ouais, saving so the game reloads helps too.
One thing I definitely know causes stuttering is when an animal is considered a threat (its given a skull and bones tag), this forces ALL colonists to pathfind to it and attack it, imagine that with 15 colonists.. Pouah, you need to kill those animals ASAP or stay away from their territory.
Also try switching the graphics to hardware mode from the options menu.
En fin de journée, i dont know what exactly causes slow down, might be both factors (lots of items, blocked pathfinding), maybe its too many stockpiles for the same thing and the AI cant decide where to take things or something else entirely, maybe my old pc is not enough to run this old game.. hein.
Then why put in the option? omg..
Réalisations
The following sections include achievements and maps of each scenario (except Castaways) along with some tips to survive on them.
The game is made up of scenarios and each one has one or more achievements tied to them.
Castaways (Tutorial#1)
Very easy and straightforward stage, no maps or tips needed to clear this one.
Castaways – ComplétéYou escaped Tutorial Island!
Easiest of them all, just follow the tutorial.
The Clay Pit (Tutorial#2)
The Clay Pit – ComplétéYou reached the objective in ‘The Clay Pit’!
Another easy one, just survive for 2 months and sell 40 mudbricks at once, follow the tutorial and it shouldnt be hard, si tu échoues, you will be kicked out to the main menu though.
Built on ClayDans ‘The Clay Pit’, obtenir 15 population, 200 credits and 40% in Food, Security and Comfort
You need to complete the 40 mudbrick objective first then continue rather than exit the scenario.
I thought this was the hardest achievement until I built the fish weirs and then it was still tough with the smithy but then the game kinda like said.. toi’ve spent 12 hours on this stage, just take it, take the achievement, I dont know how it bugged out, but I got the achievement with 30-35% ratings instead of 40%.. je’m good with it. you can read all the strategies I deployed below if you want to read on some tips and walkthrough progression for this scenario.
*Note*
I think the achievement triggered for me the moment I got 200 credits and i was above 30% on everything, if someone else can confirm, drop a comment please 🙂
The difficulty spike is real, since getting a stable food production going is hard at the beginning and the trader only has a limited amount of food per year, not to mention you will have a hard time upgrading the comfort levels for your crew.
Tu commences par 8 crew but only have housing for 5, so keep this in mind while gathering.
Scout the map first while you start gathering the nearby clay, firewood, stones and sticks.
When you gather, dont just go all out and order them to gather everything, gather only what you need instead.
Create a 2×2 stockpile of materials close to the kilns and the campfire, you wont be able to see the option to stockpile a specific item until you have at least 1 of it gathered somewhere.
For this scenario, souviens-toi: clay->wet mudbrick using molds->mudbrick using kiln+fuel->store in port. 3 wet mudbricks make 1 mudbrick. Wet mudbricks can dry if left on the ground for 0.4 jours.
Aim to create 2 kilns and 4 brick molds, put the kilns near the port location.
Brick molds creation priority to High, if you see your people are waiting for tools, faire 2 more molds.
After having made the four molds:
Set standing orders: 12 argile, 12 mudbricks (mouillé), 4 mudbricks, this will start you off on a constant production loop while still leaving half your colonist to do other tasks.
Also designate a huge zone over the SE forest to set a standing order of 15 firewood.
Remember to produce the mudbricks themselves and use the trade option in the canopy port.
You should focus on producing and selling the 40 briques, its top priority.-Raising Nutrition-
Before you get access to the fisheries up north, you will have to depend on selling the bricks to get food. Remember to check how fast the food spoils before buying.
Tubers last 100 days in a storage hole but pods last only 2 and a half days!
Cooked food spoils in less than a day, start cooking around noon the day you need to eat, tu aurais dû 2 ou 3 cooks cooking fast for the colony daily, if people are starving, dont wait.
If you arent storing your food in storage holes, créer 1 crude spear ASAP so you can kill any rats that come close to your camp, they will eat your food. Every morning make a zone around your camp to see if any animals are there, if there are, set the zone to attack and send 1, turn on the option to kill vermin.
As soon as you get your first food shipment and your guys are no longer starving, start making crude spears because we need to go find fish and seeds up north.
Tu sais, you could just salvage the barricade and get access to the first weir, are you afraid of the big bad patricians? (See map in the next section for fish weir locations)
-Raising Security-
Since you are done with the molds, you can use your steel knife for other things.
Créer 2 flint knives so colonists dont stand idle waiting for the single steel knife to make spears.
To find flint, scout then examine east of the camp then use the minimap trick to find it.
Save other flint you find to make guns down the line.
You will also need cane stems to make 2 crude spears for each colonist to keep security up while you grab a hold of better weapons.
-Raising Comfort-
You can trim spoak branches to create materials to build a couple more housing so everyone has one. You wont be able to do more advanced housing until you get access to basic comfort policy, so you need to recruit/dismiss enough people to swing the vote! (plus à ce sujet plus tard) or get access to fancy leaves up north.
The Clay Pit: Clay City
Modifier:I dont know how it bugged out, but I got the achievement with 30-35% ratings instead of 40%.. je’ll take it. So um.. this is awkard, feel free to read below if you want, even though I wrote everything with getting to 40% in mind.
Bien joué, Je suppose?Going into BlackSmithy/Fishery
You need to examine the area to find them, might take a couple tries.Légende:Rouge: Fosse d'argile
Cyan: Fish Weirs
Rose: Ore Pit
Jaune: Peta Bank
Green squares: Renewable Gathering Food spots.
After completing the scenario’s objective, you can salvage a part of the fence to the north and now its time to rush for the fisheries and chickens, dont forget to examine west of the camp to find and build the clay pit, le 3 fish weirs are also really close! (voir la carte)
Do not despair if people start leavingas long as you have 20 credits in product to sell or stashed, you can hire a barge to bring in new colonists, focus on creating a stable food supply for at least 4 people through fishing and hunting, that said, do not hire anyone until you have the food problem solved except maybe a blacksmith and a construction guy, check their principles before recruiting.
Oh ouais, people who leave actually just go back to Tellus where you can recruit them again if you want.
Dans ma partie, I tried maintaining a 6 colonists while I had my food situation stabilized, then slowly grew the count as my food stocks grew.
Make sure you have spears for everyone and when you see a patrician nearby, attack him with at least 4 à 6 personnes, going northeast will let you hunt chickens but what you really need is to find the fish spots to the north using examine. (Check out the map for locations).
If you still dont have enough spears, continue selling mudbricks for food, best way to sell is to wait as long as you can before a trading run to save on the barge fee, so keep doing bricks until your food reserves are just enough to keep your nutrition rating healthy. The ledger can help you on this decision.
-Getting Food to 40%-
You can find torux mollusks to the NW of the map, they spoil real fast though but they are renewable, autour 15-20 per year. (il’s something), you can also eat water cane seeds that are found in that region, close to the ore pit.
A peat bank and an ore pit can also be found in the new opened north section.
Making mudbricks and selling metal tools will give you enough credits to buy food that do not spoil quickly, boosting your food rating.
But the real treasure is the 3 weir fish spots close of the zone entrance, this is where you will establish your food supply of smoked fish. (See cyan circles in map)
While using your bulbs for daily consumption and build a smoker and possibly a kitchen to make longer lasting food. I suggest you build a clay barn too.
The way weirs work is that your colonist will periodically go check if there are any fish in the traps, and if there is, they will grab and store them, this is automatic once the weir is built.
Build smoker ovens asap so the fish wont spoil as fast!
Have your kitchen close to the entrance to keep close to the central weir and store cooked meals there (torux, tubers or fish), build one or two clay ganaries between the smoke ovens and your housing, colonists like to eat before or after sleep.
Remember to have a stockpile of fuel near/inside the kitchen/stove area.
Once you have the kitchen and the weirs setup, you can recruit more people to help.
Le 3 weirs should sustain a population of 10 à 12 colonists easily, you should get 40% rating in a few days by storing water seeds and smoked fish.
If your colonists are starving even though you have ♥♥♥♥♥♥♥♥ 120 smoked fish, just save and see if they start using their ♥♥♥♥♥♥♥♥ minds again. I usually make a save by morning and when the game reloads, they all start eating.
-Getting Security to 40%-
Mauvaise nouvelle, toi’ll need to make/buy muskets and craft iron spears, good thing you saved those flints, hein?
-Getting Comfort to 40%-
I personally waited until I had 1 person left, then recruited 2 people with high comfort principles to swing the vote. (Check tips section for a quick way to see recruitable colonist principles)
But I think I should have just made better houses using better materials found in the NE part of the map and climb it slowly using the weirs to maintain my food up, oh well.
De toute façon, obtenir 40% comfort without stimulants, you will need Clay Huts with Wingweed mats (4) and Furniture (4). Furniture requires T3 comfort which in turn requires 32% principle, tu peux obtenir 35% principle with Clay Huts and mats alone then wait it out until you can vote for T3 which will require you to have set up a carpentry and smith workshops.
Remember to salvage your non clay housing.
The carpentry will be tricky since you need clamps and for that you need wrought iron and iron tools. The smithy (improvised) will be a pain in the arse to use since it requires lots of fuel, I suggest you make the smithy the sole stockpile of charcoal and make some for it. Use peta for fuel in your kitchens instead of firewood. Remember that you can make firewood (mouillé) from branches then dry them in a pile, this is to produce charcoal faster.
Once you make the blacksmith tools AND carpenter’s tools THEN the darn bar clamps, create the carpenter’s workshop by upgrading a normal workshop building, start making furniture and/or beds and get your comfort to 40%+!
-Getting 200 crédits-Just sell clay and tools, save up and its done!
Making Headway (Didacticiel # 3)
Making Headway – ComplétéYou reached the objective in ‘Making Headway’!
Proposal RejectedComplet ‘Making Headway’ without producing any rubber parts.
Mission Goals
Population:15
Ratings: Nourriture: 40%, Sécurité 27%, Confort 40%
Bien, this stage should be easier than the last.
You have farm plots but will take a while to produce.. erm, produire.
The biggest threat will be vermin eating your food, so we will need to take care of that nest NW eventually. To build the bomb, you will need Black Powder (Sulfur+Charcoal+Saltpeter), you can buy these you can buy at Zenig Station but get this, its only temporary, after a few days, the nest is back.
You will notice that you can see all of the map on the minimap, so here are the important locations to discover through examine:
Rouge: Quadite Nest + Peat Deposit + Small arable plot
Orange: Bog Ore Deposit
Jaune: Sanctuary Tree+Clay Deposit+Bird Hill Exit
Rose: Freshwater Fish
Blanc: Salt Deposit
Vert: Small arable plot+Saltwater Fish
-Nutrition-Like all scenarios, your primary focus is to get a stable food supply going.
Examine the fish traps spots to get a steady supply, we dont have nets yet, but instead of buying into the ludicrous rubber plan, we will buy String (Coton) to make nets instead.
Vous aurez besoin 2 strings for the saltwater node and 1 for each fishwater 5 au total.
Zenig has only 4 strings for sale on the first day, tu peux attendre 2 ou 3 days so you can buy 5.
But you can go ahead and buy those 4, you should be ok with 4 workable fish spots.
Pendant ce temps, you can harvest food from the south part of the map, the already discovered saltwater fish node is already active and will regularly give you fish.
Also create a bread farm from the old tree to the east and discover the clay pit.
Discover the Peta Deposit to get a steady amount of fuel for your campfire/kitchen/kiln/smokers.
Because of the Quadites, farming is still a bad idea, the exception is the greenhouse and the small arable plot you can discover a little ways south. I suggest you plant crystal berries there to make vinegar or wine and greenhouse pods for hardtacks.
If you go south, you can harvest a lot of torux.
Gardez à l'esprit, you have a cookhouse! Its equipped with a clay stove and an available smoke oven, alors vas-y, click on the structure, go to upgrades and install the oven. There is also another smoke oven east of the camp, build a clay barn near it when you can to store food.
Build an extra kitchen (simple) in preparation of the food abundance.
-Confort-
You start off with 6 colonists and a clay+cane huts which houses 7 colons.
Once your food supply is steady, you should look into creating 4 clay huts equipped with mats and destroy the cane one, that will bring you up to 35% then a lot of wine should give you the last 5% à 40%.
-Sécurité-
Equipping everyone with improvised bows and crude spears should do the trick.
If you want more, you can buy iron from Zenig and upgrade to Iron spears or make your own using the bog ore deposit NW. You can find the branches you need for bows in the marsh, NON.
If the display says you have 27% security but the achievement doesnt pop, look again.
The display is wrong and you really have 17%.-Commerce-
Go to the port and set Trade to grab all those wines from the colonists, they dont need to get drunk right now.
Zenig buys Smoked fish, Marshcot sap, animal hides and other types of food.
The hired barge at Zenig price is 68 credits which is not something to scoff at.
The cookhouse has a drying shed upgrade you can build for hides and then you can build one rack or two depending on how much you hunt.
During your first trade, you should recruit 4 more people and rush a new clay hut for them.
Check their principles before recruiting.
Also buy the 5 cotton strings for the nets and the saltpeter and sulfur for the bomb.
You could buy stuff for the carpentry workshop too, si tu veux.
I will break it down for you:
1 wrought iron = 1 bar clamp
1 carpenter’s tools = 1 déposer (1 w.iron), 1 hand drill (1 acier), 1 bow saw (1 acier), 1 Iron hammer (1 w.iron), 1 Hand axe.
You already have 2 acier, 1 w.iron and a Hand axe in camp.
Buying 8 textiles will also allow you to make 8 beds for 2 of your clay houses.
Twinkler Island
We Made ItComplet ‘Twinkler Island’ (Normal or Hard) with no deaths and no-one leaving.
*I got this even though 1 crew died and another left. *shrug*
ConservateurComplet ‘Twinkler Island’ (Normal or Hard) without killing any twinklers, thunder chickens, bajingans, bush dragons or binal rats.
*Easy enough if you focus on fish/farming with appropriate verminproof buildings.
Be very careful since your colonists will defend themselves if attacked and if you killed something listed above, toi’ll have to reload. Make a save every 5 à 10 minutes, use 3~4 different save slots.
Im not sure if claiming carcasses killed by other aliens count against this achievement, I didnt risk it.
Jerry-riggedKill a twinkler with the spray gun sentry in ‘Twinkler Island’
*Bien, this is a problem with the one above, but you can complete Conservationist, continue the scenario and go for this, note that the spray sentry is NOT the gun sentry you get from the beginning.
You will need to disassemble both the security sentry and the field lab to get the parts. (See mechanics section to see how) then put together the new spray sentry in the weapons category.
En outre, you will need ammo. Kill a bushdragon, get their glands and create Bush dragon cartridge then find some victims. If you cant find a bushdragon, start a new game and just go for this achievo. I found Bushdragons to the SW of the island.
Modifier: This achievement is bugged in the MAIN version since you cant get the glands from the carcass.
Pour obtenir ce succès, you need to right click the game in your library, aller aux propriétés, clkick Betas then choose the TEST version.
Also for it to trigger: You need to play on Normal or Hard!
Oh my gosh, I was so relieved by this.-Scenario Strategy-
You can customize the difficulty of the scenario but to get the achievements we are going to play on Normal. (I dont feel masochistic enough today to try Hard).
Homme, how cool is this start? Wrecked ship. Surrounded by aliens that want to eat you.
Salvage your wrecked ship to set defenses and get supplies
Mission Objective: SURVIVE
jusqu'à 0.6.4 Tout d'abord, if you are going for
ConservateurDO NOT deploy the sentry gun turret.
Your island start will be randomized (which is pretty cool), ici’s the map.
Rouge: Quadite Nests
Violet: Freshwater Fish
Orange: Fish Weir
Blanc: Arable Plot (Inutile?)
Jaune: Saltwater Fish (Truly Useless)
Go ahead and advance your policies to basic (except comfort) and salvage all the wreck.
Make a spade, a handaxe, a pickaxe and a pot out of scrap metals.
Make a bug net too, so you can catch pig flies and fish with those.
Twinklers will rush your camp if you get close to a nest, DO NOT approach a nest.
-Nutrition-
D'accord, toi’re going to be very confused as you cannot even build a campfire but dont fret.
You need to click on the « attainable » button to see the options and then go look around for the materials. We need the campfire set up ASAP. Also deploy the Field lab and make a pot.
You can make a freezer using the air conditioner, stones and leaves.
Do so and put it close to the campfire.
Using examine will uncover hidden resources like fish, tubers and such.
Artisanat 1 crude spear so you can fish, get a bug net for Minnows and bait.
Maintenant, how enzymes are used, think of it like sauce.
Vous obtenez 2 tuber, you make enzymes out of one and then you use those on another tubers to make tuber meals. So each meal of these needs 1 enzyme per food item. Dont go wasting all your food on making enzymes!
Its hard for the crew, eating slugs and flies.
The freezer will keep any produced food good until endgame.
Remember to use standing orders to harvest renewable food sources and automatically cook them (then they will be frozen).
-Sécurité-
Toi’ll be fine with the standard crude spears and bows.
Avoid injuries or else your people will likely leave. -Économisez souvent-
-Confort-
Make two lean-to(feuilles), il’tout ira bien.
Put them along the coast to prevent engaging twinklers.
Si tu as le temps, make some mats for them.
Fields of Tau Ceti (Hunter-gatherer/Relatives in Hills)
I picked the Hills (M), so the strategy in this section and the map shown will reflect that.
Modifier:
Dépensé 5 hours on this map when I realized there were no megapods, donc Tannerie would be unachievable.Modifier 2: After doing Tannery on Plains, I realized you could buy untanned hides in the other town to then tan them and it would count.
I did find Megapods on the Large version of this map, southwest on its swamps but large maps bogs down my PC so much.. gah.
So I decided to just though out the 2 years here for
Hunter-gathererthen try Plains (Normale) pour les autres.
Hunter-gathererDans ‘Fields of Tau Ceti (Dur): Survivre 2 years with at least 5 members without advancing the tech tiers.
RelativesDans ‘Fields of Tau Ceti’ (Normal or Hard), avoir 3 colonists with the same surname
*Recruiting 3 relatives is random and you might need to restart a game over and over and building the radio to check if you can get 3 people in your colony, Pour autant que je sache, new people never spawn and if someone leaves your map or dies, ils’re gone forever. I found all 3 of them at the other town. Avoid the improvised radio hut, it breaks fast and its bugged, you cant repair it.
Thank goodness this was an easy one.-Scenario Strategy-
Morceau de gâteau, lots of gatherable food around.
One thing to note: Every time you start the game you get randomized colonists, with different specializations and maybe dogs and/or robots!
So if you want to get an advantage restart until you get the colonists/pets/robots you want.
Mission Objectives:Hard mode!
1) Survivre 2 années avec 5+ population without advancing policies.
2) No fish trap locations, No Farm Lands, No Greenhouses.
*I just took number 2 as a challenge.
Game starts at 180.5.5 and the achievement pops around 182.6.5
Here is the map I made:
Blanc: Argile
Rose: Peat
Jaune: Minerai
Rouge: Port Locations
Modifier: Later found a Salt deposit on the SE corner.
But guess what? The radio needs Tier 2 technology which you cant have until 2 years pass, hahaha! Surprendre! That means that you
besointo keep your population at 5 ou 6 for the duration, since you wont be able to recruit and as an added bonus, you cant use peat, clay or ore either!
This is the firewood map and some renewable food.
You should make a campfire and 3 lean-tos ASAP, you can move the camp later, but the first weeks are crucial to keep everyone content so noone leaves or starves.
I set down the first campfire right at the start so I dont waste time moving the camp.
Plus tard, I made a kitchen closer to the ore deposit and the river like shown in the map.
-Nutrition-
Remember that you need firewood and stones to create a campfire.
Peut’t believe how hard finding stones is, you can find stones across the river from the starting position, in that area you can also get firewood and branches.
Arable plots most likely have renewable wild food growing on them, try examining empty dirt areas.
Quadites will eat your food, make a storage hole quickly.
Shadeleaf resin will let you catch flies and hornets which in turn will help you catch bigger fish using hooks. Examine along the rivers to find fishing spots, smoked fish will keep your nutrition rating up.
Vous avez besoin 6 carbon tails to make 1 batch of smoked fish, plan for this by capturing six fishes in a day.
Dont cook oil tubers until last, as they spoil slower, cook with other things first.
Around the center south, along the coast, you can find Ursinix, its poison gland helps you catch minnows, you might find some in the NW swamp too, you need to examine.
You can make freshwater fish traps at Tier 1 but it will invalidate
Commerçantréalisation.
The flavorbread farms cant be built until you get T2 policies… so thats out for the first 2 années.
Since you cant have peat either, you will need a steady supply of firewood for your smokers and campfire, consider moving closer to a forest and Turnips are also a no-go until you get the cracking tools.
I eventually had 2 campfires and a smoke oven going with a shared firewood stockpile in between.
Standing order of 30 firewood from nearby forests.
-Confort-
You need spoak branches then trim them for their leaves to make basic shelters.
Lean-tos need weed leaves.
From the starting position, you can find a small forest to the west.
You cant make a workshop (need T2 tech) donc, you will stay at 7% all throughout until the achievement.
-Sécurité-
6 Crude spears and 5 Improvised bows will give you 32% notation, since you also have that starter rifle.
Fields of Tau Ceti (Plaines)
Had to start a new game on the plains cuz megapods.
ArmurierProduire 10 blackpowder rifles and 20 blackpowder rifle ammo in ‘Fields of Tau Ceti’ (Normal or Hard)
CommerçantDans ‘Fields of Tau Ceti’ (Normal or Hard), obtenir 12 population and ratings of 35% in Food, Security and Comfort without establishing any farm plots, fish traps or greenhouses
Played on Plains (N) and it didnt unlock. Dépensé 10 hours on this, FML.
As I was trying to go for Tanner, one dude DIED to some megapods and it triggered! Comme il s'avère, you need to have EXACTLY 12 personnes, no more, no less. This game.. man.. its breaking me.
TannerieDans ‘Fields of Tau Ceti’ (Normal or Hard), produire 50 thunder chicken tanned hides, 40 whipjaw tanned hides and 20 megapod tanned hides
*Voir
Hunting for Hidessection ci-dessous.
-Scenario Strategy-
You can try going for
Hunter-Gathererin this map if you want, by focusing on gathering and cooking you can make it, refer to the last section for nutrition tips.
One thing to note: Every time you start the game you get randomized colonists, with different specializations and maybe dogs and/or robots! I think this is decided according to your starting location.
Dogs can fight well and robots are slow gatherers/farmers that dont eat.
Dogs can live off carcasses and rotten meat, donc là’s that but I’ve seen them eat soups and stews.
So if you want to get an advantage restart until you get the colonists/pets/robots you want.
I suggest having at least one cook and one bushcraft.
Mission Objectives:1)No fish traps, greenhouses or farm plots until 35% rating on all 3 fronts and EXACTLY 12 population.
2)Peaux!
3)Make guns. (Make sure you can get a blacksmith and chemist and keep him/her!)
Dans tous les cas, set up camp quickly while you explore and gather food.
Set up the radio (you can move the hut later) to get some trading started.
Here is the locations map:
Rose: Argile
Rouge: Ports
Jaune: Peat
Noir: Minerai
*Modifier: There is a Salt deposit in the NW corner
You randomly start near one of the ports.
In my run, I decided to start near the bread forest up north to get a head start on the 50 chicken hides.
Sois prudent, if you issue too many standing orders, people will be busy all the time and you will have to resort to prioritizing to get things done and they wont have time to haul things around to stockpiles.
-Nutrition-
This map has a central river going diagonally with 2 lakes in the SW.
The center part of the map has the most fish spot locations but the river close to the swamp and on the NW side has the most gatherable fishfood without traps.
There are no stones in the north side of the river, so if you start there, you might have trouble building a campfire, ici’s a stone map.
I found a single Ursinix spot on the north bank of the river, NO, its poison is useful to catch Minnows before getting the bug net.
You can find lots of blackpulp north for the favorbread farms, which there are 3 disponible, also on the north-northeast side, favorbread is a good way to survive until you get
Commerçant fait.
This map shows where I harvested most of my food:
I survived mainly on clamwichs, bread and chicken! yum!
Dont set your standing orders to gather all the food (99), réglez-le sur 1.5 times your population.
So if you have 10 personnes, set the order to 15.
Food doesnt spoil ungathered.
Toi’j'en aurai besoin dans les environs 65 stored prepared items and noone starving to reach 35% notation.
When both your comfort and security is at 35%+ and you have your pop at 12+ just buy lots of preserved food from a town and your nutrition will go way up and the
Commerçant la réussite apparaîtra. With that achievement out of the way, farming and fish traps are now open and it’ll be easy street now. Méfiez-vous, some fish trap locations are bugged by being unreachable! This game.. Save before trying to build traps in fish spot locations, the weirs are fine though.
-Comfort and Security-
Clay huts with Mats should give you 35% confort.
Iron spears and bows should give you 35% security IF you dont have robots or dogs.
Buy rifles/muskets if you need the boost.
No injured.
-Hunting for Hides-
Souviens-toi, that have to be
TannedPeaux!
Hunting is super annoying since you can only hunt near the camp and if you move camp, you gotta haul all the items from the camp to the new location. I personally use attack or patrol then select the zone, rotate through items then claim instead.
Animals killed by traps will be automatically claimed.
Colonists will periodically go check on traps and reset them if needed.
You can build Abatis near traps to create chokepoints.
Megapods: Found in the SE swamp, bring bows or better. Vous avez besoin 20 se cache.
Poulets: Found in the north forest, just kill them all. Toi’j'aurai besoin 50 se cache.
Bajingan are actually chickens, when you kill them, they drop a thunderchicken carcass.
WhipJaws: They migrate sometimes and can be found in the central or SW part of the map, sometimes they go and try to kill the megapods. Toi’j'aurai besoin 40 se cache.
You can set traps for the migrating jaws at the swamp entrance.
Both jaws and chickens pass through here.Frais / Rawhides only last 9 days outside but 100 à l'intérieur, set a stockpile for them inside a house, a storage hole or even the port trade center.
After all this jazz, I found out you can buy untanned hides at the other town, tan them and it will count for the achievement! Homme, I shouldnt have restarted on the Hills..-Armurier-
10 Rifles and 20 munitions.
You need to build a Machine shop to create Rifles.
Pour ça, you need a Gold Furnace and a Chemist OR buy the components from Starsnare.
Mais toi’ll need a chemist and the furnace to make the ammo anyway, so its better to just hire the person, hope his/her principles are decent, remember that not only persons specialized as chemists have the skills, a farmer could have some chemist skills and they will work, check your colonists skills before deciding to hire a chemist specialist or not.
For the machine shop, toi’j'aurai besoin:
1) Metal Lathe Components (120 Crédits)
2) Human power Unit (75c)
3) Metal worker’s toolset (69c, you can make this easy with a smithy)
4) A workshop building (easy enough to make)
To create Rifles you’ll also need a Smithy (Simple) and Flints (Hope you saved them).
Modifier: Pas grave, if you disassemble the starting rifle and assemble it again, it counts.For the ammo, sulfur and saltpeter can be bought and some can be found in the map (sulfur blocks SW and Guano NE corner) but the gold bullet cases require chemist skills and gold furnace.
-Extra Pictures-
This is what happens when you build too close together, leave space between buildings.
When building, try for the yellow squares of the structure not touch other yellow squares of other structures.
Muckroot Mining Site
Defensive PerimeterTuer 300 swarmers in ‘Muckroot Mining Site’
New PasturesDans ‘Muckroot Mining Site’, obtenir 15 population and ratings of 45% in Food, Security and Comfort without refining any scandium or terbium
Mineral WealthDans ‘Muckroot Mining Site’, obtenir 20 population, 1000 credits and ratings of 45% in Food, Security and Comfort
-Scenario Strategy-
Oh Gosh.. a Large Map, il’s gonna kill my PC for sure.
The first time I started the scenario, my game froze on the loading screen.. oh god.. hahaha!
I tried twice more and It just didnt load, game froze every time.
I went to the options and switched to hardware mode: 1920×1080 resolution and that worked!
Game had me sweating there for a few minutes..
As for the achievements, Ouais, this time Im gonna get exactly 15 colonists until
New Pasturesunlocks then EXACTLY 20 colonists for
Mineral Wealth, heck, I would play on the Test version if I as sane enough but here I go, doing it on the Main version cuz I want to report if it works or not..
God save me.
I did a search for Muckroot on the forums and there are several threads complaining about problems.. oh boy..
Hold me fam, I dont know if I can go through with this scenario!
From the posts, it seems getting cotton is a problem and a decent blacksmith.
Im gonna restart the scenario until I find an easy pleaseable smith, maybe a chemist too.
Just note that some other colonists could have the skills required, they dont have to be specialized.
Thunderchicken hunting might be annoying but let’s see how it goes.
De toute façon, laisser’s see what we got.
4 colonists and not 1, pas 2, 4 robots! Im already starting to like this.
Donc, we got to get 45% ratings across the board without mining the fancy stuff.
Doable. We can use locations except the mining ones, so nutrition will be easy.
Read the guide, it has important info for later.
You should look at Clearbrook town and see if there is someone easily recruitable with smithing skills, I think hiring one is one of the biggest challenges here, you could try and restart the scenario if it looks super tough.
This starting location, when examined, will yield both an ore deposit and a peat one next to a fish weir, its excellent, so get started setting up your high tech gear, génial.
A clay deposit is near two favorbread trees close to the east.
A salt deposit is just a little SE.
Dont forget to deploy the helipad from the miscellaneous category, its a tidy space to store materials.
Dont bother making hides except thunderchicken hides for furniture.
Pour le 300 swarmers achievement, set a patrol of 1 on the NW side of the map where the nests are, toi’ll get it eventually. HOUND is great at this, he attacks with LASERS! so no ammo wasted, and he still attacks after his weapon breaks!
If you experience slowdown, it might be because swarmers get tagged as dangerous, then colonists try to attack them from camp but then they die to HOUND, so the pathfinding goes bonkers very few seconds.
Starved Swarmers dont die but they dont move either, nests stop spawning swarmers if two of them are out, cela signifie, if you leave the starved ones alone, toi’ll be free to move about.
I highly recommend that you recruit the 15 people you need the first time you recruit from Duke’s.
Que 300 credit barge run is very costly.
un
While going for
New Pastures, I took so long all my robots tools broke down and I couldnt extract any ores for
Mineral Wealth, I had a save from day before but the robots only had 3 days before they broke down, I couldnt get to the Terbium (my colonists went crazy trying to) but managed to get 120 Scandium ores before MOLE’s tool broke.
Tu as 30 days before all the robot’s tools break down, you cant fix them and you need the digging robot to mine Scandium and Terbium. They are still useful for hauling things though and HOUND still shoots lasers.
-Nutrition-
Start off by getting T3 Nutrition policy because, pourquoi pas.
Examine around to get some fish spots/weirs going but not too many or you’ll waste your crew’s time checking traps and hauling food. The starting weir should do for 4 personnes, get one more spot for every 3 plus, get an extra weir if you want to start stockpiling smoked fish.
Cotton and textiles to create nets are very hard to come by, so decide on using sticks for the fish spots for now.
There are favorbread farms close to the east if you want to start doing that.
The arable lands should be used for berries->vinegar/powder/brandy or spuds->hardtack when you find some to grow.
Note that the kitchen (moveable) doesnt use peat as a fuel source.
You start without a cook pot, so just roast and smoke until you have one.
Clamwichs and smoked fish should be enough until you get past 10+ populaire.
If the last rating to get to 45% is Nutrition, you can always buyout all the food from Clearbrook and get a super boost once it arrives.
-Sécurité-
We already start at 50%+ thanks to the robots and high tech guns but as we get more people, the rating will go down. Get all Iron spears and bows and if you still need a boost, buy a coil rifle or two from Clearbrook.
Security Ratings:Shotgun/Bolt Action Rifle: 0.55
Coil Rifle: 0.80
If HOUND stops patrolling and a dumb colonist does it instead, set the patrolling priority to Low.
-Confort-
This is the real challenge right here.
Clay Houses + Mats and Furniture then a lot of brandy for everyone should give us the 45% nous avons besoin. 5 houses are enough for 20 personnes. We will need a carpenter’s shop for this one.
Getting someone with Smith skills will be complicated, a trip to the Duke’s place where the smith is costs 300 credits and we cant sell them minerals because achievement challenge.
Dont build all the huts at once, it will give colonists extra maintenance chores.
Vous aurez besoin 8 thunderchicken tanned hides for the 4 meubles (4) toi’j'aurai besoin.
I tried attacking and patrolling near the chickens but it doesnt work in this scenario.
You might need to move camp temporarily closer until you get all the hides, its a pain in the butt.
Muckroot Trading
The good money is using the helipad to sell ores to the duke’s place but we cant at the beginning cuz achievement goal. The helipad wont help with Clearbrook, you have to find a port location.
There is one west of the swamp to the northwest, the other is to the SE, close to the corner but not quite.
Clearbrook buys wine and brandy mostly, along with things used for fishing.
Basket fish traps, fishing hooks (fer), outils.
You can make brandy by farming berries and using clay jars and possibly sell it if the damn drunks let you! These alcoholics will run all the way to the port to stash a bottle then come back to camp to run to the port again after 1 minute to grab it back.
If you act quick, you can sell those PRECOL rations and most of the ammunition to get the 300 credits you need to recruit people from Duke’s.
The Scandium deposit is close SW from the starting location, a little east of a small green pond.
If you have trouble finding the Terbium deposit, vérifier 37:51 on this video:
Its at the edge of the map, way, way, north of the sanctuary treeThe Pastures achievement says to not REFINE any Scandium or Terbium, technically you could extract the ore and be ok, I didnt check, let me know if you find out.
Duc’s transport fees are ridiculous so make sure you can maximize profits by only doing trips when you can sell them the max amount of ore, dont spend too much, you need to save 1000 credits for
Mineral Wealth. You can only extract 1 mine at a time though.
-Achievement Pictures-I just felt like storing these here.. haha. umm.. Désolé?
C'est tout ce que nous partageons aujourd'hui pour cela Unclaimed World guide. Ce guide a été initialement créé et rédigé par Shindragan. Si nous ne parvenons pas à mettre à jour ce guide, vous pouvez trouver la dernière mise à jour en suivant ceci lien.