You can sometimes intervene to get them to do a certain task pronto, and during combat situations you get direct control too, but for the most part your colonists are their own complex people who will generally do the things that appeal to their personalities. Eventually, you may even split off a part of your tribe to start a new colony elsewhere in the world while the rest of it remains at the original one.Īll the above is complicated by the fact that you're not directly controlling your colonists, but rather establishing queues and priority lists of orders for them. You'll establish trade routes or rivalries with other factions, send expeditions out on quests for resources, and grow out your colony (mainly by capturing people from rival colonies). Your decisions in research will dictate whether your colony becomes a technologically advanced one harnessing the latest renewable energy resources, a militarist dictatorship, or maybe just a rabble of hedonists who grow psychoactive plants in the fields, get high on them, then sell the rest to visiting traders. You expand your compound, prepare its defences for the inevitable raiders, and learn to use the land - be it jungle, tundra, or grasslands - to your advantage. ![]() ![]() Starting with a small group of survivors, each with their own complex past, neuroses, pathologies, and needs, you build out your colony on a tiny corner of a planet populated with other tribes and factions.
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