|
TutorialOnHealth__name
|
Health & pollution
|
|
|
TutorialOnHealth__part1
|
Your population has health. If health is positive, your population grows and provides you with extra unity. If health goes negative, your population starts to decline.
|
|
|
TutorialOnHealth__part2
|
You can increase your population's health by providing them with a variety of food, water, and healthcare.
|
|
|
TutorialOnHealth__part3
|
Your population's health decreases if you emit pollution (air or water). Pollution on your island is global, so moving smoke stacks farther from your settlement won’t help. It is a good idea to keep your eye on how much pollution you emit.
|
|
|
TutorialOnHealth__part4
|
When something emits pollution, it is displayed in the right side of the recipe UI as shown below.
|
|
|
TutorialOnHealth__part5a
|
Your population can suffer from diseases. There are diseases that just come and go and it is not possible to completely prevent them from happening. Providing healthcare can significantly reduce their negative impact.
|
|
|
TutorialOnHealth__part5b
|
There are also diseases that can occur due to bad conditions in your settlement, for instance lack of clean water or too much trash. There are no diseases from pollution as pollution gives a health penalty directly.
|
|
|
TutorialOnIronOre__part1
|
The {0} can process both {1} and {2} by toggling both recipes on. To do so, turn on the <b>{1}</b> recipe by clicking on it.
|
|
|
TutorialOnIronOre__part2
|
The priority of recipe execution depends on their order which can be changed using the arrows on the left (1). If you want to prioritize {0} processing over {1}, click the <b>up arrow</b> on the <b>{0} recipe</b> for it to move above the <b>{1} recipe</b>.
|
|
|
TutorialOnIronOre__part3
|
With {0} being smelted, the {2} will produce <b>{1}</b>. {1} can be dumped anywhere on the island by placing dumping designations (unless you prevent {1} dumping by changing the <b>global dumping filter</b>). Trucks will always prioritize delivering {1} and other materials to where it is needed before dumping it (e.g. concrete production). Dumping {1} is important as typically your smelting industry will produce way more {1} than you can use. Dumping it has no pollution effect.
|
|
|
TutorialOnIronOreSmelting__name
|
Iron ore smelting
|
|
|
TutorialOnMaintenance__name
|
Maintenance
|
|
|
TutorialOnMaintenance__part1
|
Maintenance is a crucial global resource that is required by vehicles and buildings to keep operational otherwise they break down and stop working. Maintenance level of each entity can be seen on the bottom of its window (1). In an emergency, broken entities can be instantly repaired using {0} (2).
|
|
|
TutorialOnMaintenance__part2
|
In order to produce maintenance you need to build a {0} and supply it with the necessary materials.
|
|
|
TutorialOnMaintenance__part3
|
You can see the current Maintenance amount on the right side of the screen (1). You can also see Maintenance Production and Consumption over time in the Statistics screen (2).
|
|
|
TutorialOnMineTower__name
|
Mining
|
|
|
TutorialOnMining__part1
|
You can remove any material from the terrain by mining it with your <b>excavators</b> and add material by dumping it with trucks.
|
|
|
TutorialOnMining__part10
|
Below is an example of how a mining designation starting at surface level is reachable only if it touches the surface. The top designation is reachable as denoted by the yellow color. The bottom starts one level below the surface and is not reachable, denoted by the orange color with red borders.
|
|
|
TutorialOnMining__part11
|
Use the {0} key to switch to the <b>ramp</b> mode. Then you can snap to a previous flat designations and extend a ramp from there.
|
|
|
TutorialOnMining__part11Header
|
Creating Ramps
|
|