The only trouble is, there is VERY little space to build here. This also means, in a pinch, with the Holy Nation beating down your gates, you have absolutely no choice but to stand firm and try not to die. No need to worry about enemies descending the cliffs behind you! None of it is pathable. One of the few such locations I've found that actually is sealed off properly, except for the entrance. I will add an optional section in brief at the end of this guide for modding recommendations, in order to help you open up some of the more desolate locations for ease of use.ĭescription: A neat, cramped little canyon. which does actually change resource availability a bit once you unlock it since a single copper node can be all you ever need, as opposed to needing to manually mine it like in vanilla and potentially not keeping up with demand. and are fairly minimal in terms of their impact. If you utilize mods that alter the resources scattered across the world, you'll obviously get very different results to what is contained herein - but hey, maybe you'll still find value in the locations themselves.įor the sake of full disclosure, I myself am using several mods, but the only two that change the resources found in the world in any way are: I will endeavor to include three different images for each location, one for indicating the location on the map itself, one for the 'prospect' readout, and one screenshot of the location itself, including spaces for location of mines since those are usually the most fixed parts of any build. So in short, if it isn't a place where you can set up a self-sufficient long-term base, it must be a location that is at least very defensible, or simply interesting. I have a pretty beastly computer myself and even with the game on low settings with the Compressed Textures Project mod, I still have to spend like 20-30 waiting for the game to load, before walking for 5 seconds, and then going back to loading again while traveling through The Swamp.įor this reason, areas like The Swamp and Burning Forest are almost beyond consideration in this guide, though I ended up surveying them anyway. Most of these might seem obvious, but as for number four, I only institute this rule because, if you have ever built a really large base yourself, with a lot of characters and a lot of buildings and all the rest, you will probably know already that on its own a large enough base WILL damage your framerate and require incrementally more and more time to load, the more stuff you build. Fourthly, the area must not overly tax your computer, or take too long to load when simply navigating with the camera or your characters before you start building.Thirdly, even if lacking resources, strategically or aesthetically significant areas may be included.Secondly, fertility is optional, but locations with none will be marked as skeletons/hydroponics only.Firstly, the area must have access to Water, Stone, Iron & Copper.Out of necessity, some have been broken into chunks, or even multiple parts, because I keep hitting the character limit.įor the sake of brevity and not listing simply every single flat space in the game where you can place a building, I instituted several prerequisites for inclusion in this guide: For example, below you will be able to find The Crags under C, and The Swamp under S. So, I decided ultimately to catalogue alphabetically ('the' isn't counted similar to Valve's method of alphabetizing for games in the Steam Library). It is necessary to group zones together in some way because there are simply too many and I didn't want the sidebar to grow longer than it already is. For the sake of the community I decided to put this together. There are countless threads here on the Steam forums, as well as on Reddit and elsewhere all dedicated to people asking "where do I build though" and other similar questions. I began compiling this guide because I was frustrated with how esoteric base-building locations are.
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