Map-specific service utilities have been mentioned for couples of times in the past.
They can make a good challenge for the game on specific maps.
So today, with this post, I’ll make a recall on this idea and introduce my thoughts as well.
Survival utilities would be similar to services like healthcare and security, but they’re on a higher priority, as the utilities are required for SURVIVAL on certain planets! A lack of these utilities will cause a serious health problem, eventually causing deaths.
The reason I don’t prefer modes like power and bandwidth is because I want a special emphasis on COVERAGE RANGE. Like heating systems on tundra planets cannot reach too far as there’ll be heat loss over distance and exposure to coldness. It’s not reasonable for me to have the buildings deactviated for insufficency of these utilities, as building should run without those utilities, when terraforming is complete, or on other types of planets.
The demands for the survival utilities not just comes from the residential areas, but also workplaces. So number of workers in workplaces also counted as demands for these utilities.
In addition the demands will last permanently long per colonist, unlike healthcare and education.
For the buildings, the colour of the names represents different races as follows: Human and Insectoids.
Here supposes all buildings have the same service range.
So let’s have this as example of Survival Utilities.
Utility needed in: Tundra Planet
In such sub-zero coldness, even common heaters can’t do much warming up the shelters. So here, you must have stronger heat sources to make sure your colonists won’t froze to death.
- Simple Steam Cycler
There’re simple appratus you can recycle heat from generators and furnances, to boil water to steam, the steam are piped to the indoor radiators, and then cooled steam are cycled back to collect heat again. Not much it can do as it works in a rather primitive way.
Heating serves at most 10 colonists.
Uses 5 power.
- Small Heat Hub
A heat distribution device in a smaller scale. It has got an independent heater for heating up the externally-insulated heat pipes, which the pipes are connected to the vents of homes and workplaces.
Upgrde of Simple Steam Cycler.
Heating serves 30 colonists.
Uses 10 power.
- Heat Hub
A standard heat hub that can keep the entire town not so chilly. A powerful heater is used for keeping the heat distribution network hot enough.
Heating serves 200 colonists.
Uses 80 power.
- Nuclearthermal Hub
The electrical heater is replaced by a nuclear-powered ones. Just for a tiny amount of uranium to fuel it up, it’ll bring the neccessary warmth for many.
Upgrade of Heat Hub.
Heating serves 1800 colonists.
Uses 10 power.
- Warmstone Hearth
In an old fashioned way of Insectoids, stones with high heat capacity are heated up inside the fiery hot hearth that burns sugar directly, and then the stones are distributed to everybody as primitive personnel hand-warmers.
Heating serves 20 colonists.
Burns sugar slowly.
- Hot Tower
A powerful burner that keep the indoors of a mound warm enough when fueled with sugar.
Upgrade of Warmstone Hearth.
Heating serves 250 colonists.
The Hotmound is a essential heating facility for a tundra Insectoid colony and also a good place for a relaxing hot bath after long shifts.
Heating serves 900 colonists.
Entertainment serves 30 colonists.
Uses 80 power.