Difference between revisions of "L32G Main page"

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==Guide's mission==
==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.
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.


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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.
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.
TLDR: The guide aims to help building late game bases, providing a theory crafting baseline.


==Why I've chosen this wiki to be a location for the guide?==
==Why I've chosen this wiki to be a location for the guide?==
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Is this a reachable target at all cost? Answer is '''yes'''.
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: {{infoicon|Quartz}}
Finished late game base must meet the following requirements:
*All the technologies are researched.
*All population demands are met.
*There is enough population for all the required jobs;
*[[Waste Sorting Plant|Recycling]] is [[Edicts|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.
*Raw resource income is greater than total consumption rate.
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 {{infoicon|Compost}}, which turns into {{infoicon|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 for obvious reason: map 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:
*{{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|Copper 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]].


==Table of contents==
==Table of contents==
This list expresses distinguishable parts of the settlement and its industry.
This list expresses distinguishable parts of the settlement 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]]
*[[L32G Settlement|Settlement]]
*[[L32G Farm complex]]
*[[L32G Farm complex|Farm complex]]
*[[L32G Food production]]
*[[L32G Food production|Food production]]
*[[L32G Water router]]
*[[L32G Water routing|Water distribution]]
*[[L32G Steam hi generation]]
*[[L32G Steam generation|Steam generation and distribution]]
*[[L32G Power plant]]
*[[L32G Power plant|Power plant]]


==Links==
==Links==
Author: [[User:L32|L32]]
Author: [[User:L32|L32]]
[[Category:EA 0.4.6]]

Revision as of 04:10, 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

Finished late game base must meet the following requirements:

  • All the technologies are researched.
  • All population demands are met.
  • There is enough population for all the required jobs;
  • 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.
  • Raw resource income is greater than total consumption rate.

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 for obvious reason: map 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:

  • 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.

Table of contents

This list expresses distinguishable parts of the settlement and its industry. Each page contains it's own sub-guide on that topic, whether it's a factory block, facility, router, etc.

Links

Author: L32