Difference between revisions of "L32G Main page"
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Infinitely renewable resources and their sources: | Infinitely renewable resources and their sources: | ||
*{{infoicon|Electricity}} is obtainable through solar panels with the only cost being game performance. There is also a mechanical provision possible, because {{infoicon|Steam Hi}} is also infinite. | |||
*{{infoicon|Water}} is obtainable at any rate through [[Thermal Desalinator|desalination]] from an also infinite {{infoicon|Seawater}}. World map nodes are infinite, though it is not recommended to waste ships on importing. | *{{infoicon|Water}} is obtainable at any rate through [[Thermal Desalinator|desalination]] from an also infinite {{infoicon|Seawater}}. World map nodes are infinite, though it is not recommended to waste ships on importing. | ||
*{{infoicon|Steam Hi}} is infinite, because infinite {{infoicon|Water}} can be boiled using fuels, obtained from infinite biological sources. Until very late in the game, processing finite {{infoicon|Uranium Ore}} from finite world map nodes is also feasible and convenient alternative. | |||
*{{infoicon|Wood}} is obtainable through [[Sawmill]], which is an infinite node. | *{{infoicon|Wood}} is obtainable through [[Sawmill]], which is an infinite node. | ||
*{{infoicon|Iron Ore}} is obtainable through a [[Trade|contract]]. Sustain consumption is only a fraction of what it is in the midgame, because of [[Waste Sorting Plant|recycling]]. | *{{infoicon|Iron Ore}} is obtainable through a [[Trade|contract]]. Sustain consumption is only a fraction of what it is in the midgame, because of [[Waste Sorting Plant|recycling]]. | ||
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*{{infoicon|Limestone}} is obtainable through a [[Trade|contract]]. World map nodes are finite. {{infoicon|Concrete Slab}} consumption is not infinite, so it will be mainly used in other spots like production of {{infoicon|Glass}}, smelting of {{infoicon|Iron Ore}}, production of {{infoicon|Fertilizer II}}. | *{{infoicon|Limestone}} is obtainable through a [[Trade|contract]]. World map nodes are finite. {{infoicon|Concrete Slab}} consumption is not infinite, so it will be mainly used in other spots like production of {{infoicon|Glass}}, smelting of {{infoicon|Iron Ore}}, production of {{infoicon|Fertilizer II}}. | ||
*{{infoicon|Crude Oil}} is obtainable through a [[Trade|contract]]. World map nodes are finite. It is theoretically possible to stop consuming it completely. All of the petrochemical final products, originating from {{infoicon|Crude Oil}} can be obtained from infinite biological sources. | *{{infoicon|Crude Oil}} is obtainable through a [[Trade|contract]]. World map nodes are finite. It is theoretically possible to stop consuming it completely. All of the petrochemical final products, originating from {{infoicon|Crude Oil}} can be obtained from infinite biological sources. | ||
Non-renewable resources: | Non-renewable resources: | ||
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*{{infoicon|Sand}}. Only source of the pure product is the island itself, and will eventually run out there, so {{infoicon|Rock}} will be consumed to produce it. | *{{infoicon|Sand}}. Only source of the pure product is the island itself, and will eventually run out there, so {{infoicon|Rock}} will be consumed to produce it. | ||
*{{infoicon|Gold Ore}}. Consumption can be reduced through [[Waste Sorting Plant|recycling]]. Currently, {{infoicon|Gold}} is only used in {{infoicon|Microchips}}, which are in turn are only used in {{infoicon|Electronics III}}. Sustain can only be reached with downgrading and opting out from the usage of {{infoicon|Consumer Electronics}} and {{infoicon|Maintenance III}}. It is not recommended to use {{infoicon|Gold}} as a currency in [[Trade|trading contracts]], because of it's finite nature. | *{{infoicon|Gold Ore}}. Consumption can be reduced through [[Waste Sorting Plant|recycling]]. Currently, {{infoicon|Gold}} is only used in {{infoicon|Microchips}}, which are in turn are only used in {{infoicon|Electronics III}}. Sustain can only be reached with downgrading and opting out from the usage of {{infoicon|Consumer Electronics}} and {{infoicon|Maintenance III}}. It is not recommended to use {{infoicon|Gold}} as a currency in [[Trade|trading contracts]], because of it's finite nature. | ||
*{{infoicon|Quartz}}. World map nodes are finite. As it is used in production of {{infoicon|Electronics II}}, it is a key late game resource. I hope that I've either not found it's source yet, or there is a [[Trade|contract]] present. Opting out of usage | *{{infoicon|Quartz}}. World map nodes are finite. As it is used in production of {{infoicon|Electronics II}}, it is a key late game resource. I hope that I've either not found it's source yet, or there is a [[Trade|contract]] present. Opting out of usage is going to lead to absence of {{infoicon|Household Appliances}}, {{infoicon|Consumer Electronics}}, {{infoicon|Maintenance II}}, {{infoicon|Maintenance III}}. | ||
==Table of contents== | ==Table of contents== | ||
This list expresses distinguishable parts of the | This list expresses distinguishable parts of the base and its industry. | ||
Each page contains it's own sub-guide on that topic, whether it's a factory block, facility, router, etc. | Each page contains it's own sub-guide on that topic, whether it's a factory block, facility, router, etc. | ||
*[[L32G Settlement|Settlement]] | *[[L32G Settlement|Settlement]] | ||
*[[L32G | *[[L32G Crop growing|Crop growing]] | ||
*[[L32G Food production|Food production]] | *[[L32G Food production|Food production]] | ||
*[[L32G Water | *[[L32G Animal farm|Animal farm]] | ||
*[[L32G Steam | *[[L32G Water router|Water distribution]] | ||
*[[L32G Steam generator|Steam generator]] | |||
*[[L32G Power plant|Power plant]] | *[[L32G Power plant|Power plant]] | ||
*[[L32G Exhaust treatment|Exhaust treatment]] | |||
*[[L32G Wastewater treatment|Wastewater treatment]] | |||
*[[L32G Petrochemical plant|Petrochemical plant]] | |||
*[[L32G Smelting plant|Smelting plant]] | |||
*[[L32G Assembly facility|Assembly facility]] | |||
==Links== | ==Links== |
Revision as of 05:38, 3 July 2022
Guide's mission
TLDR: The guide aims to help building late game bases, providing a theory crafting baseline.
Mostly this guide is made for my own use, as I'm learning the game and preparing myself for the very-lategame base, sustaining for thousands of in-game years.
The guide does not rather insists on how exactly you should be building your settlement. It aims for all the neat picky moments, which you may forget about, when planning to build something.
As the game has large amount of recipes and side products, it's very hard to grasp it all in one go, when planning. Accounting for future demand rates of certain materials obligates you to know, what difficulties there are, what technologies and mechanics exist.
Why I've chosen this wiki to be a location for the guide?
- I can easily link all the content (like icons) with convenient templates, and those link will always lead to correct info and recipes.
- Accessibility, not only for me, but for other players.
- I like site's style and formatting a lot more than a simple Google document.
Introduction to the late game
Simply put, the single most important target of the late game base can be proposed as "infinite sustain".
Is this a reachable target at all cost? Answer is yes.
Is this a reachable target without technological downgrades (using more basic buildings or production chains)? Answer is I'm not yet sure. Resources in question are: Quartz, Gold Ore
Finished late game base must meet the following requirements:
- All the technologies are researched.
- All population demands are met (exceptions are possible, if it's not possible to infinitely sustain some demands).
- Population health is at adequate level.
- There is enough population for all the required jobs.
- Raw resource income is greater than total consumption rate (recycling is fully utilized).
- All production chains are fault-tolerant and as autonomous as possible, for the least micromanagement required (or better none at all).
- Storage notifications are properly set.
Satisfying the above leads to the state of the game, where you can run the base AFK for many hours, without worrying about base degradation.
This in turn allows you to set up infinitely large mining projects, shaping your island of any size to any shape you like. Theoretically, no matter what you start with, you have infinite supply of Compost, which turns into Dirt when dumped, so infinite supply of soil for terraforming.
Resource overview in terms of infinite sustain
No resource is truly infinite on your starting island (except Water and Seawater) for obvious reason: building plane is finite. Some of the maps have larger initial resource quantity, but in theory, they will eventually expire anyways. It is always a better to start your game on the richest map available, even if it is harder.
It is possible to infinitely sustain only if there are external sources of all raw resources needed for meeting requirements, stated in the above paragraph.
Infinitely renewable resources and their sources:
- Electricity is obtainable through solar panels with the only cost being game performance. There is also a mechanical provision possible, because Steam (High) is also infinite.
- Water is obtainable at any rate through desalination from an also infinite Seawater. World map nodes are infinite, though it is not recommended to waste ships on importing.
- Steam (High) is infinite, because infinite Water can be boiled using fuels, obtained from infinite biological sources. Until very late in the game, processing finite Uranium Ore from finite world map nodes is also feasible and convenient alternative.
- Wood is obtainable through Sawmill, which is an infinite node.
- Iron Ore is obtainable through a contract. Sustain consumption is only a fraction of what it is in the midgame, because of recycling.
- Copper Ore is obtainable through a contract. Sustain consumption is only a fraction of what it is in the midgame, because of recycling.
- Coal is obtainable through a contract. World map nodes are finite. Sustain consumption is only a fraction of what it is in the midgame, because of the Arc Furnace II usage, which greatly reduces Coal consumption overall. It is theoretically possible to stop consuming it completely, but only if Wastewater Treatment is not used, as Coal is a component of Filter Media, and Quartz is not smelted. Carbon can be obtained from infinite biological sources.
- Limestone is obtainable through a contract. World map nodes are finite. Concrete Slab consumption is not infinite, so it will be mainly used in other spots like production of Glass, smelting of Iron Ore, production of Fertilizer II.
- Crude Oil is obtainable through a contract. World map nodes are finite. It is theoretically possible to stop consuming it completely. All of the petrochemical final products, originating from Crude Oil can be obtained from infinite biological sources.
Non-renewable resources:
- Rock. Practically it is very hard to run out of it (don't forget that you can dig underground for at least 99 layers, and players have shown it is possible to go even lower, noone knows the limit yet), but it shall be considered, that there is sustained usage present. It is used to produce Sand. Gravel is used in Filter Media production, if Wastewater Treatment is used.
- Sand. Only source of the pure product is the island itself, and will eventually run out there, so Rock will be consumed to produce it.
- Gold Ore. Consumption can be reduced through recycling. Currently, Gold is only used in Microchips, which are in turn are only used in Electronics III. Sustain can only be reached with downgrading and opting out from the usage of Consumer Electronics and Maintenance III. It is not recommended to use Gold as a currency in trading contracts, because of it's finite nature.
- Quartz. World map nodes are finite. As it is used in production of Electronics II, it is a key late game resource. I hope that I've either not found it's source yet, or there is a contract present. Opting out of usage is going to lead to absence of Household Appliances, Consumer Electronics, Maintenance II, Maintenance III.
Table of contents
This list expresses distinguishable parts of the base and its industry. Each page contains it's own sub-guide on that topic, whether it's a factory block, facility, router, etc.
- Settlement
- Crop growing
- Food production
- Animal farm
- Water distribution
- Steam generator
- Power plant
- Exhaust treatment
- Wastewater treatment
- Petrochemical plant
- Smelting plant
- Assembly facility
Links
Author: L32