|
Survival Guide - Dust Settles: Common Exchange Pieces (CEPs)
One of the first things that the Neutral Exchange
Camp did to help out the camps that were emerging from the rubble of the
apocalypse was to create a common currency that could be used as a standard
of exchange among the camps. These Common Exchange Pieces can be acquired in
multiple ways and can even be made by your
camp if you want to invest in a minting license. CEPs will be required for
most of the trading functions hosted by the Neutral Exchange Camp. CEPs will be used for many things throughout the game. They will be used to
buy things from the Neutral Exchange Camp
and other camps in the many trade features the Neutral Exchange Camp offers.
CEPs are required for the production of third level weapons.
You will also use CEPs to pay your people
when they begin to demand payment for their work. Overall they are a useful
resource to keep around for reasons of building up stored resources,
keeping up morale, and producing rail guns
and shock pistols.
CEP will be the only way you can trade in most of the markets and exchanges
hosted by the Neutral Exchange Camp. The
CEP Exchange is purely for trading in basic
resources for CEP. The AutoExchange
can be used to trade resources for CEP or CEP for resources, whichever you need
at the time. The Trade Market requires that
you have CEP to buy whatever you want to from the stocks available. Anything
you set for sale on the Market will net you CEP in return. You will use CEP to purchase item bundles and packages from merchant camps, and if you are a merchant you will receive CEP for your wares.
You will not have the traditional storage
for CEP, helping to mitigate the worry about running out of storage. Instead
your CEP will be stored elsewhere in safe spots throughout your camp, though
special ops can be sent to raid your camp
and possibly steal some of your stored CEP. Your total CEP will be shown on
your top bar below your Waste
Buildup display. If you do not have enough CEP to take care of all of the actions assigned that
require CEP when you end a turn, your trade,
weapons production, and wages
will not take place appropriately. Your weapons production will be the first
thing to be affected by a lack of CEP. If you don't have enough CEP, the weapons
that you have assigned will not be built that turn if they have a CEP cost.
The last thing that will be canceled for the turn if you have a CEP deficit
is AutoExchange. Now, if you have a large
AutoExchange set up, say 5,000 CEP for X resource and you only have 3,500 CEP
that turn, the AutoExchange will still be run, but with only the CEP that you
have. Any of these things being canceled that turn could have serious detrimental
effects on your camp, from being unable to restock your weapons storage after
a round of battles to not being able to
pay or feed your people. |
|
||||||||||||||||||||||||||||