Survival Guide - Dust Settles: Non-Consumable
In this game you have multiple types of resources. There are your basic
resources that you will be to find and/or produce through different buildings
and exchange through the Neutral Exchange Camp
features. There are your people, which are
one of your most powerful, necessary resources. Then you have CEP,
the money for this post-apocalyptic world. Finally you have those "other"
resources that are very important, but generally not tradable or obtainable
through multiple means. These resources are varied and some are easily overlooked
as a resource, yet each one is very important to help your camp grow and become
more self-sufficient as you go along.
Land is extremely important for your camp. In order to grow and expand beyond
a few buildings, you will have to explore
for more. Land also acts as a limiter for your recruiting
and exploration returns, thus you must keep a decent amount as you grow to maximize
your possible returns. Your land totals, both overall total and total available,
can be seen on the top bar at the top of
your game screen.
The only real use for land is for construction
of buildings that your camp needs. If you do not have enough land, you cannot
build the buildings that you want/need.
You will get the land back when you demolish your buildings, but this will only
provide so much if the buildings you want to build take more land than the ones
you just demolished. You will also need plenty of land to maximize your exploration
and recruiting returns since your people,
no matter how many are sent, can only travel so far from the edges of your camp
in a single day.
The only way to "produce" land is through exploration.
As you explore, you will gain some land, whether you are searching specifically
for land or not. You will get better returns if you are searching specifically
for land, though. If any of your nukes are destroyed by cruise
missiles, the 500 units of land that the nuke was formerly sitting on will
be unusable due to the radiation that will leak from the nuclear rocket.
If you do not have enough land, you will not be able to build the buildings
you want to. You will receive a warning when you attempt to put it in the queue
that you are lacking either the needed building
supplies or land required to build the buildings you just attempted to assign
for production. If you receive this warning you can either assign that construction
order later, or if the order is essential (say a few needed comm
relays) you can cancel other construction orders in the queue or demolish
a few buildings that aren't needed as desperately until you can explore for
the extra land.
When you go out in search for land, your current amount of land will limit
how much you can find. No matter how many people are sent out on any exploration
mission, they will only be able to cover so much land in the assigned time.
If you have more land for these people to start from, then they can spread out
more and cover a larger area, thus allowing for more return. You must also watch
your land totals to make sure that you are not approaching or exceeding your
communications range. If your land total
exceeds your comm range, then you will lose explorers and recruiters
when you send them out.
In order to keep people in your camp, you must have a place for them to sleep.
Shelter is an important resource for helping
your population to grow. You can send out as many recruiting
missions as you want, but if you don't have at least some available shelter,
you will be unable to bring any back. You can keep track of your total and available
shelter on the top bar.
Shelters are used only to house your people and to provide them another place
to hide in the event of an attack breaching
your camp's defenses. If you do not have
any extra shelter you cannot add more people
to your camp. If there is even a single person in a shelter, you cannot demolish
it. You will want to keep plenty of extra shelter space around your camp for
both the people you bring back from recruiting
missions and for the occasional random group of people who might wander into
your camp if you can house them.
You will construct new shelters for your people through the Construct
page. At the beginning of the game the only building that you will start with
is a single shelter level 1. Before you
have the ability to produce your own disposables
you will probably want to stick to shelter 1s and 2s
to house the people in your camp. These are very to mildly flimsy shelters that
will basically provide your people a place to sleep at night and get out of
the elements. If you want something more substantial and can afford the daily
costs, you will want to construct some shelter
level 3s. Each increase in shelter level also has an associated space increase,
thus shelter 2s hold more people than shelter 1s and shelter 3s hold more than
both of the other two. As long as you have the land and building supplies required,
you can build as many shelters as you want, just remember the daily disposable
costs associated with shelter 3s and the winter
building supply costs for all shelters.
You can increase the number of people each shelter can hold by researching
Housing. Each level of increase in your Housing research will provide you an
increase in total shelter. Take for example the shelter
1 that you start with. Instead of starting with 5 total shelter, you actually
start with 6 since your Housing research starts at 1. You can eventually double
your shelter space and continue increasing it slightly until you achieve a mastery
in Housing if you chose to. At mastery level, your shelter space will double
again due to the fact that each of your shelters will have an underground shelter
associated with it. This will also allow your people a better hiding place when
an army attacks you, thus providing you
an extra defense if the attacking army
breaches your defenses. You will also be able to overcome the winter
building supply costs by opening nuclear heating
through your advanced research.
If you do not have enough shelter, you will not be able to add people
to your camp, through any means. You will never be able to go negative in shelter,
even if you want to demolish shelters. You cannot demolish any shelter that
has even 1 person in it, thus you will have to demolish some other building
if you need the land or supplies, or build other shelters if you are trying
to replace the shelters you currently have. If you do not have the extra space
available to house every single person in a group of wandering survivors, then
none of those people will stay.
Your main limiting factor on shelters will be the ability to afford the costs
associated with building and keeping them. This includes land and supplies
needed for construction and the daily
disposable costs associated with shelter 3s.
In the winter, each shelter that you have
will require 1 building supply to help keep your people warm. All of the supplies
that you have in storage will be used to cover
this cost if necessary. This means that until you can store more than enough
to cover your shelter costs, you will be unable to build any more buildings,
weapons, or run your supply dependent generators.
Your turns are an extremely important resource that you must use wisely. You
will only have a limited number of extra turns in any round, and since turns
are used to progress the game forward for your camp, you will want to make the
most of each one. You will have the ability to store turns, but only to a certain
extent. Overall the way you utilize each turn you have can make or break your
game during any given round.
Turns are used to progress your game forward. Each time you set an exploration
group, an attack, or a construction
queue you will have to end a turn to have
those orders completed. In order to complete anything in the game other than
certain exchanges, an attack
on your camp, or sending messages
in-game, you will have to end turns and use them. If you do not use the turns
that you have, you will lose anymore that you could gain.
You will gain a new turn in the game every 10 real-time minutes. If you already
have 400 turns stored when the 10 minutes have passed, the extra turn will be
lost, just as extra food would be lost
if your food storage was at 100%. You will
gain an extra 100 turns and a boost in your turn storage capacity if you master
You can increase your total turn storage space to 500 max. if you get a mastery
in Time Management. You will also be given an extra 100 turns to take you closer
to the 500 that you can store. You can also increase the number of turns that
you can end at once by researching Time
Management to at least 5.
When you run out of turns, the only way you will be able to really build them
back up is to allow time to pass. You can log out and log back in later to use
the ones that have accumulated over that period or you can play around in the
or mini-game to waste some time until
you have stored a couple of extra turns. You will only get 6 new turns in an
hour though, so it may take a good deal of time to rack those turns back up.
If at any time you have 400 stored turns, you will not be able to have any
more added to your storage. If you happen to have a Time Management mastery
your limit will be 500.
As you progress through your research,
you will eventually open the ability to begin producing power. Though you will
start with only small generators that can
power a single building. You will eventually be able to power multiple buildings
with a single generator or even a nuclear
reactor. You will be able to keep track of your power production/usage details
on the main page in the lower left Infrastructure
column or by looking on the Infrastructure
Power will be used to run many of the buildings
that you will open later in the game including comm
relays, classrooms, and advanced
labs. These buildings cannot produce the benefit they would normally give
your camp if they do not remain powered once built. Power will be used for everything
from helping to produce building supplies
to helping to keep your camp safe at night.
The power your camp uses will be produced through your generators. You will
start with small generators once you have
completed the appropriate research. As
you research more, you will open the ability to build large
generators which will produce more power for your camp. These will be followed
by gas generators, the most efficient of your
primary resource using generators. Once
you have completed enough advanced research
you will open the ability to build nuclear
reactors which will provide you the most power possible from a single source.
You can improve the power output of your generators by researching
Power Generation. You will open your small generators
initially by researching Architecture and Ingenuity. The other generators
will be opened by higher Power Generation research. You will open the ability
to build nuclear reactors by researching
the fission topics in your advanced
labs. Once you can build them, you will set people to construct them through
the Nuke Factory page.
If you ever run into a power deficit, your buildings
will begin to shut down as necessary starting with classrooms
and light posts. If the deficit is high enough,
your factories and comm
relays may be affected. You will be unable to turn these buildings back
on until you have enough power to run them. You will also not get any of the
benefit that the buildings would normally produce if you do not have enough
power to run them.
The main limitation you will run into with power is affording the construction
costs and daily costs of keeping your generators running. You will have no other
construction limitations on building generators.