![]() Upgrading the capital is one of the ways of unlocking additional building slots. The capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defense armies, as well as other jobs which vary depending on empire authority and civics. Secrets of the First League empire modifier Master's Teachings: The Greater Good edict Standard Construction Templates traditionĪssembly Algorithms technology (repeatable 5 times) Note that this modifier actually increases the rate of construction, thus a 100% increase in build speed is equal to a 50% reduction in build time. ![]() This modifier can be very useful, as it also affects building upgrades, and higher level buildings often take longer to build. The planetary build speed modifier reduces the time it takes to construct all buildings. Governor's Estates / Resort Capital-Complex Governor's Palace / Resort Administration ![]() Every 2 Habitation Modules ( +0.5 each).With Orbital Assembly Complex on planet.Every 3 Industrial districts ( +0.34 each).Every 4 Agriculture districts ( +0.25 each).Habitats have far fewer ways to unlock building slots than other colony classes, and can't normally unlock all 12.įunctional Architecture / Constructobot civic Ecumenopolises, Ring Worlds, Hive Worlds, and Machine Worlds start with all building slots unlocked. Additional building slots are unlocked by upgrading the capital building, constructing urban districts, researching technologies, and some civics. A colony can have up to 12 building slots, although most of them are initially unavailable and the first one is dedicated to the colony's capital building. In a real zoo with good guest design, I would expect to use around 9 keepers, because the pens would not be optimally placed for efficiency.Buildings are constructed in a colony's building slots. Each set of pens was clustered around its own keeper hut and staff room to minimize transit time. Every exhibit you see on the image was run by 6 or 7 Keepers (again, low-filth creatures in good sized pens). Tiger exhibits I talked about are top left, where the kapok trees are. ![]() Honestly, I could make do with two if I was willing to ignore the occasional "x snakes are low welfare" messages when it takes a little too long for them to get to the exhibit. Animals are Red Panda, Grizzly Bear, Formian Black Bear (pardon spelling), Timber Wolves (two adults, generally two juveniles), Ardvarks, and one Exhibit with some snake in it. Three rank 3 Keepers run this section, usually green but sometimes going red. In that image, red is staff paths with crossbars for the doors, white is habitat edges, and green is the keeper hut and staff room. Also, if I see correctly based on my bloody peafowl, the larger the exhibit is, the more dirty it can get before animals flip and get sick, the more time you have to dedicate to transit time. How close are your feeders to your door? How close are the doors to the other doors? I tend to do two exhibits with doors close together, a keeper hut and staff room directly outside of that, and food enrichment near the viewing areas. ![]() I keep plentiful cleaners, security, and vendors, because they are cheap and have a big effect on the guest problems.Įveryone else gets trained to three stars at most.įinally, exhibit design matters. When they research they'll pick the nearest hut, and when my animals get sick I manually move them to the exhibit anyhow. My vets tend to be no more than three, and I let them wander zoneless. Eventually I had to add another when the cubs started piling up everywhere, but as long as the population grew at a normal rate for mated pairs, two handled it. My record for caretaking is two keepers for eight exhibits (my tiger breeding program, which had all eight pens very close to a single keeper hut). Things like Peafowl and Flamingos get their own keepers (and for big exhibits of those I get two, one to feed and one too clean), but for the most part my zoo runs well on 1 for 2. I do 1 keeper per 2 habitats or 4 Exhibit cubes, more if they're low population/clean animals. ![]()
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