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TutorialOnPathing__part4
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Sometimes, trucks can not access certain buildings due to obstacles such as terrain or other buildings. Instead of rebuilding parts of your factory to accommodate the vehicles, you can turn off import or export at the problematic building to prevent vehicles from trying to access it.
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TutorialOnPauseTool__part1
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This tool enables pausing and unpausing individual entities such as machines or vehicles. It also supports mass pausing / unpausing by dragging over an area.
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TutorialOnPauseTool__part2
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The tool can be activated by pressing {0} or by clicking the icon in the toolbar (1). When you drag over an area with non-constructed buildings it will toggle the construction pause, otherwise, it will toggle the regular pause. If any entity in the selection is paused, it unpauses everything selected, otherwise, it pauses everything selected.
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TutorialOnPlanning__part1
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The Planning Mode is toggleable mode that makes any building placed to be initially paused. You can toggle Planning Mode on and off by clicking the Planning Mode button in the bottom left corner toolbar. Buildings with paused construction are colored <b>Gray</b> as shown below.
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TutorialOnPlanning__part3V2
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Turning off Planning Mode does not unpause buildings that were placed while it was on. To unpause buildings placed, use the {0} (1). You can also select a building that was placed in {1} and unpause it by clicking the pause button on the Construction Inspector window (2).
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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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