Endzone – A World Apart – Useful Tips How to Play the Game

Endzone – A World Apart – Useful Tips How to Play the Game 1 - steamlists.com
Endzone – A World Apart – Useful Tips How to Play the Game 1 - steamlists.com

The following is a series of quick tips to help improve your chance of success. Please note, that there is a bit of a difficulty curve. There is a bit of a prescriptive nature to your early game build order (which I don’t intend to go over here.) But I do provide a wide variety of tips targeting early/mid game, and a few I didn’t discover until I was into the larger population territory. At the moment the guide is vomit spray of bullet points, but if I get the motivation or see interest, I may update the guide with sections.

* Okay, so there may be more than 10 tips here. Sorry.

  • Population Control – Shelters. There are many things that can lead toward a colony collapse; lack of water, food, tools, protective gear, etc. To mitigate that lack, control your population through the usage of shelters. You do not want to grow too fast. Early game you’ll rely on a handful of cabins (2-6) before pivoting to Shelters. The goal is to maintain a low enough population to not impact your resources but still have enough people to build up your resource supply chain (wood, scrap, tools, gear, food, water, etc.) Once you have enough resources (and more) for your current population, then add houses in (1-2 at a time, not enmass.) Control your population, control your growth.
  • Settlers. This is my favorite, and I feel like it should be #1. If you need more of a resource in a pinch, use the Gather Tasks. Using Gather All and Gather [Resource] together can give a large influx very quickly of a given resources. If you need wood, you can set gather tasks Wood in an area followed by Gather Tasks All. Each task will assign 4 free Settlers to the job. In this example, you’ll have 8 Settlers scouring an area for wood. This is much faster and much more efficient than building addition forester lodges or scrap yards.
  • Forester Lodge/Scrap Yard. For the first 500 or so population, you only need 1 of each. Refer to my Settlers tip on how to rapidly acquire more of a resource in these categories.
  • Forester Lodge Replant. Using the Gather Wood & Gather All Tasks, you can rapidly acquire wood. I recommend setting the Forester Lodge to replant an area where you’re harvesting. When you’re done harvesting in one small circle, move both tasks to the next circle within’ the forester range. If times properly, you can move back to the original harvested spot. This keeps your peasants close to home while gathering wood. Less travel time means wood is harvested much quicker, and hopefully keeps you from travelling into heavily irradiated areas.
  • Build Layout. Build compact, keep things tight and close together. Minimize travel between key jobs and resources. This also makes is easier to defend.
  • Scrapyard. The Scrapyard is the only gathering structure that you will sadly have our harvesters travelling at a great distance for Scrap. This will be the case until you unlock Scrap Collectors.
  • Scrap Collectors. Once unlocked, build 3 near your scrapyard/storage facility and never worry about scrap.
  • Building Harvesting Radius. Lodges, yards, herbs, hunting, etc, the radius to perform these tasks is initially set around the building but can be changed to ANYWHERE. Use this to your advantage. This is why for most early and mid game, you only need one of most gathering buildings.
  • Resource Cap. Every resource has a cap on how much you can produce. If you select the building that creates that resource on the top right of the building screen, you can increase the maximum limit. For anything not food/water related, I recommended doubling early on. You want to have enough tools and resources in storage in case you decide to grow quickly. That buffer will allow you accommodate a quick growth as you build up a new supply chain.
  • Storage. The last tip I told you to increase how much your colony can make, this tip is to remind you that you’ll need extra storage space to store this crap.
  • Storage Location. Place storage facilities next to the producer of said goods. This will cause a lower travel time from the person creating/harvesting and moving it. Thus allowing for more time to craft/harvest. For example, keeping a feed storage next to a fishing hut or farm will allow you maximize the amount of food per season.
  • Water. 1 Jetty can support 4 Water Towers/Cisterns (allegedly, so far in my game this seems true, but I haven’t tested if more can be supported.) Try to make sure that your Water Towers are located within’ close proximity of the Jetty. I’m talking about placing them right on top of one another.
  • Food. Early game 1 Fishery is fine, but you want to immediately supplement it with one very large Orchard. Orchards are amazing. They can be sustained by 1 peasant, last for quite a while, and give you wood when the trees are eventually chopped down for replanting.
  • Housing Location. Keep your homes close by to food/water sources but far away from industrial (crafting.) Close proximity to basic needs means lower travel time for your peasants. Keeping a buffer between them and industrial complexes means their housing doesn’t get a mood penalty for being too close.
  • Irrigation System. This uses a lot of water but removes radiation from a radius. I recommend at least 1 for your Orchards/Farms, but in a pinch spread them out in a path for your highly traveled areas to save wear and tear on your peasants protective gear.
  • Recyclers/Workshops/Tailors. Early game you’ll need 4 recyclers, 2 cloth and 2 metal. You can rotate plastic in as needed. 1-2 workshops are fine for mid game (with research, and education badges, you probably don’t need more), I start with scrap early on and pivot to Metal Tools when resources stable out. For Tailors, you’ll need 2, and likely more for above 300 population. Start with scarves and scale toward radiation suits as soon as your resources are stable.
  • Charcoal. 1-2 kilns early/mid game, research Coal Mines as soon as you can to save on wood.
  • Electricity. Research it early, get your Recyclers hooked up to energy asap followed by your tool/gear crafting.
  • Refineries. Huge research project. They’re amazing, replace Recyclers with them quickly.
  • Research. Early game always try to keep at least 1 body cranking this out.
  • Trading Post. First time every Trader visits, gift them one free resource. They should like you and start bringing you better stuff. Things to look out for: research points, seeds, crop animals, any resource you’ve a shortage for.
  • Expedition Station. One regret I had was not diving in early on. You get a lot of early game resources if you run expeditions (at the cost of people going out into the wastelands.) You also find materials to research higher tiers. If you want the best research, you’ll need to go into the wilds
  • Expedition. Try to send people with the right badges and gear. This drastically increases your success chance. Try to send people with the hood icon (settlers), so you won’t be missing key people from your colony while they’re out.
  • Forum. Edicts are handy. Use them all the time. Motivation, No Loitering, and Immunity are my favorite. Water and Food conservation are great in a pinch. Just make sure your peoples happiness is high enough to sustain continued usage.
  • Forum Quests. Your people will ask for ♥♥♥♥. Doing so is often beneficial to your colony and rewards. For example, one quest may make you harvest more herbs (which are always good to fight sickness) and the reward for completing it is extra medicine.
  • Kitchen. When you research this, your food problems tend to get solved very fast.
  • Orchard/Farm Layout. There is a guide on Steam that shows you how to position 4 orchards and 4 farms around 1 irrigator (that will cover all of them.) I recommend looking at that guide, and designating a space for it early game. You can build the Orchards/Farms, and then pause 7 of them so they’re not active. Only activate them once you need to grow your food space.
  • Orchard/Farms. Both are great for food but take a time investment. Fishing, hunting, gathering all give you food immediately, but can be hindered by the elements or over foraging. Orchard/Farms, when sustained by an irrigation system do not suffer these penalties but there is a planting and growing period before you can harvest them.
  • Orchard/Farms. I generally got along fine with 1 worker for each plot until I was at 500 population and had too many extra peasants. Then I maxed out the slots.
  • Decontaminator. You generally only need one worker per station unless things are re


Written by Mixairian

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