Dust to the End – Information about Bases

Dust to the End – Information about Bases 1 - steamlists.com
Dust to the End – Information about Bases 1 - steamlists.com
Information about making bases

 
 

Information about bases

The base is for producing raw materials. You can either build a room to auto sell them, you can pick them up and sell them somewhere, or sometimes you can craft more valuable goods from them. Like cotton can be crafted into fabric. 
 
You need living space for your population. You need food for your population. You need security to keep your base from being attacked. You might want a command center to fast travel to the base. 
 
Each room, or most of them, have an adjacency bonus or sometimes a penalty. For instance, when a security room is next to a living space room, there’s an adjacency bonus that adds 1% security. You need 100% security to not be at risk of attack. When a resturant, the room that produces food, is next to a living space there’s a bonus of +2 to food production. To maximize adjacency bonuses from these buildings it might be best to form a checkerboard pattern. with living space in one square, and either security rooms or resturants in the other squares. Each roon has a description of its adjacency bonuses if it has them. 
 
Some rooms have a negative adjacency bonus. Power rooms, most rooms have a power requirement and power rooms increase your power amount cap. they cause a -2% penalty ro production, except when next to factories or other power rooms or the room in the center of the base. There’s a prison room that adds 4% security but gives a penalty to anything next to it. To maximize bonuses and minimize penalties, you need to look at the room descriptions and plan your room placements. 
 
There’s natural features in the base that have adjacency bonuses. Ruins have an adjacency penalty to security of -1% to most rooms, except one room that when next to one produces venom sacks for 3 months. You can either place venom sack rooms or destroy the feature with dynamite. Another feature is a resource feature. It’s the resource that the base produces. You don’t need to place factories next to these features, but if you do they give an adjacency bonus to the amount that factories next to them produce. 
 
There’s also a room that auto sells the produced goods. Well the resource. It doesn’t sell the food and water and medical supplies. The default value is 50%, but you can put staff in them that increases the %. 
 
Staff. There’s buildings in certain towns that sells staff and labor for your base. The labor has 2 tiers in dune, and 3 in the next area. The labor gives a security penalty. The cheapest labor has a -3% each, the the next expensive is -2%. However the cheaper one needs less food. In the second area you can get a third type that’s -1% security but needs even more food. Now the staff are characters that have several stats. The stats tell you which rooms they perform the best in. For instance in Dune the staff has a maximum cap of 7 for each stat. That means if you put a staff with 7 in the security stat in a security room, the room with produce 7% security. And the trade stat increases the % that the auto sell feature sells the produced good for. Now you can place multiple of these rooms with each one increasing the staff cap of that type for another % increase, but some have caps to the amount of that room that can be placed. 
 
Now, with a base in each area, and a command room in each, you can fast travel to each area instead of having to trek all the way back if you need to for whatever reason. Fast travel consumes resources like food and water and fuel, but staff with a command stat can be placed in command rooms which lower the consumed resources by a % equal to their command stat. So these bases make going back and forth between areas faster and cheaper. 
 
Population is the number of laborers and staff you’ve brought to your base. What you do with the laborers is click on the factory, then on the info window on the right you click on the appropriate tab, then you drag the laborers to the info window. The same thing for staff and their related rooms. 
 
Bases in other regions can be used to generate income passively. The room for automatically selling the produce will sell it every month and make you money. The more factories you have going, the more money you make. However you need to invest money into the factory. That’s done on the info window on the right. You can pay for up to 24 months of produce. Even a single factory generates more money when autoselling than what you invest, but if you really develop the base you can get many thousands from it a month. You really need a command room in a base because otherwise you’d need to trek back to the base every 24 months on foot. 
 

Written by titanopteryx

Hope you enjoy the Guide about Dust to the End – Information about Bases, if you think we should add extra information or forget something, please let us know via comment below, and we will do our best to fix or update as soon as possible!
 
 
 
 


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