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Survival Guide - Dust Settles: Vehicles Vehicles are a means of added transportation for your explorers
and recruiters as well as extra power
in battle. All of your vehicles will have
to be constructed through the Garage page. Once they are constructed, though,
you will be able to use them for whatever purpose they serve.
Buses are a great way to help your people return with more resources
and survivors after a day of exploring
or recruiting. These vehicles will travel
alongside your people allowing them to stow away more survivors and resources
than they could carry or lead themselves. You can send out up to 1 bus for every
50 people assigned as long as you have enough buses, staffed garages
for fueling, and gas to cover the assignment. 4 buses for exploring and 4 for
recruiting can be fueled at each staffed garage. You will also be limited by
your total circumference and Vehicles Transport research. When you send out
buses, you may lose one or two while they are out because of a break down. This
will not decrease returns, just your total number of buses. Remember, Daily
Standing Orders will NOT assign buses for either exploration or recruiting.
If you want to get the bonus provided by buses, you must assign the exploration
or recruiting manually. You will construct buses through the Garage page. You must have a fully staffed
and manned garage in order to use it for
construction and you can only choose one thing for production at a time. If
you have a manned garage, you can produce 2 buses each day per garage if you
have enough building supplies to cover
the costs. As you research Vehicle Transport, the
fuel efficiency of your buses will increase, thus costing you less gas
as your camp expands. Extra research in this topic will also allow you to send
out more buses for the same circumference. Mastering
this topic will allow your buses to take no gasoline at all as they are switched
to an alternate fuel. Your primary limitation with buses will be the fact that you can only build
buses from fully manned garages. This means
that unless you have 50 workers for each garage that you own, you will not be
able to produce buses at max efficiency. You can assign as little as 50 workers,
though, and get some return.
AAVs are simple armored jeeps used to plow into battle
and provide some extra fire for your troops. You will assign these for either
offense or defense on the Attack and Defense
pages. In battle, these vehicles will drive forward matching whatever your formation
orders are, firing upon the advancing troops. It will take more than a rifle
shot to take out these, but a round from an anti-tank
cannon or a recoilless rifle will make short work of it if it hits. Hairpins
will also be an annoyance since getting around them is fairly difficult. They're
fast, have decent accuracy, and deal a decent amount of damage. Make sure you
have enough army units to act as crew and
enough gas to run them or they will be
useless. AAVs must be produced through the Garage page. These vehicles take quite a
bit of research to open, 40 in Mechanical
Engineering and 20 in Weapon Design, and will not be available for construction
until you have reached this point. Once opened, though, you can begin setting
your garages to produce one of the vehicles
each day for every manned garage. It will cost you 50 building
supplies and 15 CEPs for each AAV that
you want to build. If you do not have enough supplies or CEPs to cover the
costs that turn, you will not build them. You can eliminate the need to fuel your AAVs with gasoline by mastering
Vehicle Transport. Also, your AAVs will probably not start with a run speed
of 50 m/round unless you have already done sufficient Vehicle Transport research.
Depending on your level your AAV's may move faster or slower than this speed.
One of the biggest limitations that you will have regarding this vehicle is
the fact that you cannot build AAVs unless you have at least 1 fully manned
garage. As long as you have this, you can
set your garages to produce AAVs.
Tanks are the big, hulking hunks of metal that are used to fire
upon large groups of troops, other vehicles, and even wall
or buildings when needed. They tend to
roll right over everything in their path. Only hairpins
are ever really effective at stopping them without destroying them, though a
shot from a recoilless rifle or an antitank
cannon will stop a tank in its tracks. You can assign tanks for both an offensive
or defensive attack through the Attack
and Defense pages. You will have to have
enough gas to fuel them and people to
run them in order to actually send them into battle. As long as you have at least 1 garage fully
manned, you can assign them to construct tanks. Of course, you have to have
enough Mechanical Engineering and Weapon Design research
before this option will become available, but once there you can churn out 1
tank for every manned garage. Tanks are expensive to construct, though. It will
take 75 BS and 25 CEPs
to build a single one. You can eliminate the gasoline requirement
for tanks being sent into battle by mastering
Vehicle Transport. Also, your tanks will probably not start with a run speed
of 20 m/round unless you have already done sufficient Vehicle Transport research.
Depending on your level your tanks may move faster or slower than this speed.
One of the biggest limitations that you will have regarding this vehicle is
the research required to open them for
construction. You will have to reach 40 in Mechanical Engineering and 20 in
Weapon Design to begin constructing tanks from your garages. |
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