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TutorialOnCrisis__part2Heading
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Pinning important products
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TutorialOnCrisis__part3
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It is recommended to set up storage alerts for products like {0} or products that are critical for maintenance or settlement services. Getting notified early on gives you time to react. You can also set up dedicated storages, fill them with emergency supplies and disable truck export. This way, you have emergency supplies whenever you need them.
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TutorialOnCrisis__part3Heading
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Storage alerts
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TutorialOnCrisis__part4
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Most of your machines and buildings are assigned a priority. The lower the number the higher the priority is and the more likely they get power, unity, workers, maintenance and more. So having the most critical infrastructure on an increased priority is a great way to go.
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TutorialOnCrisis__part4Heading
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Priority system
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TutorialOnCrisis__part5
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Running out of power is no fun and there are several ways to avoid that. The first step is to set up alerts for storages that feed power-making machines, for example, coal and water storage that feed boilers used to produce steam for generators. This way, you know that coal or water are getting low before the power supply halts entirely.
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TutorialOnCrisis__part5Heading
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Power crisis management
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TutorialOnCrisis__part6V2
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You can also give an increased priority to a storage that feeds your power plant. You must first have the <b>{0} slider</b> (1) moved away from the default location or you will not see the <b>priority selection screen</b> (2).
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TutorialOnCrisis__part7a
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The most robust but expensive setup is to have a backup plant like in the real world. This can, for instance, be an array of diesel generators that are ready to kick in when power drops.
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TutorialOnCrisis__part7b
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This works by default because a {0} has lower production priority than standard generators connected to turbines. You can reconfigure power generation priority for any power generator yourself. Note that machines consume less maintenance when they are idle.
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TutorialOnCrisis__part8V2
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In case of the worst emergency, you can also boost a machine. Boost enables machines to work without power at the monthly cost of {0}.
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TutorialOnCutTool__part1
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This tool is similar to the copy tool, but it removes the copied buildings. It only works for ghost buildings whose construction has not started yet.
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TutorialOnCutTool__part2
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The tool can be activated by pressing {0} or by clicking the icon in the toolbar (1). You can also press {1} while hovering your cursor over a building to cut it instantly, which can be handy when making quick adjustments.
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TutorialOnDiesel2__part1
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{0} can be produced by distilling {1} in the {2}. To extract {1}, build an {3} on top of an oil reservoir. When an {3} is selected for building, you will see black bars revealing locations of the oil reservoir.
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TutorialOnDiesel2__part2
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The <b>resources overlay</b> can be also displayed at any time by toggling it in the bottom-left panel.
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TutorialOnDiesel2__part3
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When production buildings are selected, icons showing input and output products will be displayed above the connection ports so you can determine where everything will go in and come out. Connect 3x {0} to a {1} using <b>pipes</b>.
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TutorialOnDiesel2__part4
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There are limited underground supplies of {0} on the island. Later in the game you will be able to find additional {0} resources on the world map. In order to find them you will need to use your ship and explore the surroundings.
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TutorialOnDiesel2__part5
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Diesel production is not a clean process, it produces <b>{0}</b> and <b>{1}</b>. {1} can be released via a {2} and {0} can be dumped into the ocean with a {3}. Note that releasing pollutants to the environment will have negative effects on your population when done in large volumes.
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TutorialOnDiesel2__part5Heading
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Waste products
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TutorialOnDumping__name
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Dumping
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