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TutorialOnPlanning__part5Heading
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Color Statuses of Construction
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TutorialOnPlanning__part6
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When placing buildings, the color of the building ghost itself will change depending on its <b>construction status</b>.
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TutorialOnPlanning__part7
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Buildings colored <b>White</b> are planned for construction and are currently paused. <b>Blue</b> colored buildings are currently being constructed. <b>Red</b> colored buildings are currently being deconstructed.
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TutorialOnPopsAndUnity__name
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Population and Unity
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TutorialOnPopsAndUnity__part1
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Population is one of the most important pillars of your economy. You need to <b>provide your people</b> with housing, food, and other services and in return they will work for you.
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TutorialOnPopsAndUnity__part2
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People live in <b>settlements</b>. One settlement can be composed of one or more attached housing units and service buildings. You can have more than one settlement, but each requires its own services.
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TutorialOnPopsAndUnity__part3
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If there are more people than housing capacity, some will become <b>homeless</b>. Homeless people are very unhappy and they won’t work for you.
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TutorialOnPopsAndUnity__part4
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Population will naturally increase over time if people are healthy and housing is available. You can control the growth rate using edicts in the {0}.
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TutorialOnPopsAndUnity__part5
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{0} is a virtual resource that is generated when people are well and happy. The more services and comfort you provide, the more united they will feel, and generate more unity in return.
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TutorialOnPopsAndUnity__part6
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{0} can be spent on special tasks such as research, trade, work at remote mines, or vehicle recovery. Actions that require unity are usually denoted by purple color.
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TutorialOnPopsAndUnity__part7
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{0} can be extremely helpful in emergency situations. For example, {0} actions allow to instantly deliver products for construction or boost production of selected machines. It is advised to always keep some unspent {0} for when it is needed the most.
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TutorialOnPopsAndUnity__part8
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An overview of {0} gain/loss can be seen in the population overview window. The maximum amount of {0} that can be accumulated is determined by the amount and quality of housing. Recurrent unity gain/loss is computed on a monthly basis.
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TutorialOnRoutes__part1V2
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Trucks deliver cargo automatically based on the <b>priority</b> settings of source and destination building. Sometimes you may want to have a greater control over delivery source/destination or servicing vehicles. Custom routes offer this control and can increase efficiency and reliability of logistics.
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TutorialOnRoutes__part2V2
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A {0} can be assigned to export mined products to specific storages. To do this, select a {0} (1) and then click the {1} button under {2} (2) then click on desired storages.
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TutorialOnRoutes__part3V2
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Assigned storages can be seen in the {0} and right-clicking on their icon will <b>delete the route</b>. The routes can be also removed by clicking on the {1} button again and clicking on previously assigned storages.
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TutorialOnRoutes__part4V2
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When a {0} has export routes set up to storages with certain products, trucks will deliver these products only to the assigned storages and nowhere else.
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TutorialOnRoutes__part7V2
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Custom routes can be also used to assign a {0} to a {1} to specify fueling preferences for trucks and excavators.
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TutorialOnRoutes__part8
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It is recommended to use custom routes wisely and put them in places where it helps the most. Micromanaging every single storage with custom routes can lead to unnecessary complexity in your logistics system and can cause troubles during your future factory expansion.
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TutorialOnRoutes2__part5V2
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Custom routes can be also <b>set up between storages</b> to further optimize your operations as shown below. Just make sure that the destination storage has the {0} slider set (1). You can optionally assign trucks to the receiving storage to solely service this supply line (2). There are also two toggles (3) that let you restrict the storage to only accept connected storages and assigned trucks.
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TutorialOnRoutes2__part6V2
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Following example shows how a conveyor belt together with custom routes can reduce truck trips while dumping excess mined material. First, assign the {0} to a nearby storage (1). The storage is connected via a long conveyor belt (2) to another storage. The second storage is set to export to the nearby tower (3) which has an area marked for dumping.
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