Harsh Environment City: Difference between revisions
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::* Under sea units are not detected on [[sensor]]s. | ::* Under sea units are not detected on [[sensor]]s. | ||
::* Under sea construction requires extra materials: [[stone]], [[metal]] and [[plastic]]. | ::* Under sea construction requires extra materials: [[stone]], [[metal]] and [[plastic]]. | ||
::* [[ | ::* [[EV_Suit|EV suit]] now protects vs [[Supercooled_Liquid|supercooled liquid]] to enable construction under frigid seas. | ||
::* [[Top-Down_View|Top down view]] has limited usefulness unless you are in really deep water. This will probably not change. | ::* [[Top-Down_View|Top down view]] has limited usefulness unless you are in really deep water. This will probably not change. | ||
::* Every single possibility has not been tested. Don't be surprised if you see a bug. | ::* Every single possibility has not been tested. Don't be surprised if you see a bug. |
Revision as of 20:36, 6 October 2019
A city placed in a harsh environment, such as on an airless moon or underwater, will require environmental enclosures for all buildings.
The first harsh environment colony is most often on a moon in order to mine eludium and possibly lumenite, which is used to manufacture starships.
Penalties and Restrictions
Harsh environment brings with it a number of penalties and special restrictions.
City Effects
All cities located in a harsh environment have the following permanent effects or requirements:
- City will have a permanent "-1 Harsh Environment Penalty" morale penalty.
- There will be no automatic citizens immigration without a trade connect, such as an airport terminal.
- Citizens only immigrate at half the normal rate.
- Birth rate is not affected.
- Citizens will require air as a commodity in the city store to breathe.
- Air shortage will result in a proportional morale penalty and/or deaths.
- City will require electricity at all times.
- Electricity shortage will result in "Powerless in harsh environment" morale penalty and possible decay.
- Citizens will start labor jobs regardless of day/night cycle, or presence of electricity in the city.
Underwater cities have a few extra effects along with the normal ones listed above:
- WIP, see patch notes below
Life Support Requirements
To built a building in harsh environment, the building blueprint will require a specific amount of life support and armor allocated.
Habitable Sea | Airless | Frigid Sea | Frigid Land | Gas Giant Sea | Inferno Land | |
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Jobs | 0.5 | 1 | 2 | 3 | 3.5 | 4 |
Homes | 0.5 | 1 | 2 | 3 | 3.5 | 4 |
Arenas | 1.5 | 3 | 6 | 9 | 10.5 | 12 |
Fields | 2.5 | 5 | 10 | 15 | 17.5 | 20 |
Habitable Sea | Airless | Frigid Sea | Frigid Land | Gas Giant Sea | Inferno Land | |
Armor | 15% | 0% | 20% | 5% | 25% | 10% |
Habitable Sea | Airless | Frigid Sea | Frigid Land | Gas Giant Sea | Inferno Land | |
Module | Life Support | Life Support | Life Support | Life Support | Gravity Life Support | Life Support |
Notes
Biodomes
While a biodome protects against the harsh environment, all buildings constructed still require the materials needed for the harsh environment enclosures. This is so the harsh environment enclosure can quickly be deployed in case of biodome failure.
Quotes from patch notes
Related patch notes |
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Update 2016-03-11: Under Sea Construction
Update 2016-03-15: Under Sea Natural Resources
Update 2017-02-12 and 2017-02-13 Qt 5.8: Undersea City Power Emissions
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