![]() ![]() You won't have the CAPS-in-game money-to build these three-room areas off the bat, so here's where the planning comes in: You start the game with two elevators-on floor zero and floor -1, respectively: On floor zero, you have a one-room living area and a completely empty lower floor.Īccounting for an elevator at the very end of the -1 floor, you can build one three-room area, the elevator, a three-room area, two-room area, and another elevator. This is highly recommended, and one of the best ways to get a balanced, bustling population early. In general, to keep the minimum required bar around the 50% mark, there should be 3 or 4 rooms per 50 units of power storage (or a consumption of about 1.You build rooms in the game in one-room segments, but don't let those tiny rooms fool you - you can build up to two more copies of that room next to it to combine that section of the floor into one giant area. The level of power required to keep out of the red is approximately equal to the total power consumption of all rooms times 13.5 (since the value in stats is rounded, these are rough figures). ![]() The requirement bar's position (the green bar on the power meter) is directly related to the aggregate power consumption of all rooms. The sweet spot in power-to-production/capacity is a level 2 double spaced room. Level 2 rooms consume ~20% more power than their level 1 counterparts and level 3 rooms consume ~83% more power than level 2s (or 10% more than two level 1 rooms ). Power can also be acquired through lunchboxes.Ī double spaced room consumes 5% more power than two single spaced rooms and a triple spaced room consumes 10% more power than three single spaced rooms. ![]() Nuclear reactors, available at 60 population.Power generator rooms, available from the start. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |