Farlanders – Gameplay Basics for Beginners

Farlanders – Gameplay Basics for Beginners 1 - steamlists.com
Farlanders – Gameplay Basics for Beginners 1 - steamlists.com

Welcome to  Farlanders – Gameplay Basics for Beginners Guide.

A fantastic city-building game with a Mars theme called Farlanders can be cruel. Do you want to improve your performance or just get your feet stomping? You are in the proper location.

Intro (Guide WIP)

You may find the game more difficult if you have played a lot of it so far. I agree that each campaign mission I have played so far was well-tuned. While I did win each attempt (and only one optional objective), many turns brought me really very close to severe problems. Be careful! These tips should help you.

Sidenote: This guide remains in development. Please be patient. Thanks! This guide’s layout and scope may change over time. If something is missing, it could have been moved. Please leave a comment if you can’t find it or have a tip that isn’t yet in the guide.

Your Start Position

First and foremost If a map doesn’t appear to have a good starting position, “restart” it to get a new one! It’s not worth limiting your run as soon as you get out of the gate. What makes a good start

  • 1 -: Access one mineral site. This is essential if you want to get anywhere.
  • 2 -; Good food access, ideally at least 1-2 nearby water which can form complete adjacent rings for greenhouses.
  • 3 -: Map access. In ideal circumstances, you won’t be able to extend tunnels to other resources, underground entrances etc. 0-1 wasteland tile. Terraform RNG could trap you if there are more than two or three, or if canyons and mountains divide the map from your starting point, it could cause you to be crippled.
  • 4 -? Other 1-2 mineral sites. At the end of any run, you’ll discover that 40 minerals from your base or one factory won’t cut it. It’s possible to burn up to 100 minerals per turn while expanding aggressively.
  • 5 – At least one non-agricultural water source is needed. Condensers are not efficient enough to supply all of your needs. If you can find water near canyons, your water pumps will all upgrade to maximum level to produce excellent output.
  • 6 – At least one silicon website that can be reached by midgame. You’ll need to rely for terraform RNG.

These are the most important things to do to get started.

Food, food, and more food

It is legal to prioritize food over, say, more minerals. However, this is often a mistake. Food is one of the most expensive resources in the game. You won’t be able to feed your people until late-game without imports (which is difficult). Always try to create connected “Agricultural Rings” with 8 greenhouses around water. Agri-rings can improve your food production by up to 40% if properly set up. This also opens you up to spice production, which can be a great moneymaker (via moss/gra*s and export) and a necessity in larger cities (nobody will move to your city if the morale is below 0.

What happens if there is a shortage of food? Real difficult times. Your citizens will leave (just enough to get you to zero, not harmful food). The Martian Government fines you for every evacuee. Worst of all, you could be fined up to 100 credits per evacuee. You’ll lose any delicate labor or resource balances that you have. Workplaces will almost always be understaffed.

As if this wasn’t enough, there is a knock-on effect. You’ll typically lose fewer people than in a full migration wave. An additional wave for city population milestones will be required to cover the difference. This could mean the difference between victory, defeat in a tight game, or even the chance of failing to achieve a bonus objective. It’s better not to risk a food shortage than it is to…

If necessary, turn down early migrants.

You’ll have the highest resource balances barely positive early on and often throughout your game. This includes free workers. It can be tempting to get the largest migrant waves as soon as possible. However, this can quickly eat into your food, water, and energy budgets and create opportunity costs by building housing for them.

While almost is always a net plus it doesn’t mean they will end up starving or ruining the world. Do your best to grow at a moderately balanced and measured pace. Expansion too quickly can lead to a downward spiral.

Remember to keep your morale high!

You’ll notice a drop in morale around 100-150 people. Do not let your morale drop below 1 or 0. I almost lost a game due to my disregard for morale-boosting technologies and instead chose pure money income. I was just below my population goal.

… This meant that no one else would move into the house. This meant I couldn’t get morale technology to get people to want so they could move in again. A death spiral. It was a death spiral. I pulled out because I earned over $6,000 per turn. I was eventually able terraform my city to make it more efficient. This helped me get to the point that parties would push me out of the spiral.

Science points are always tight, so you might have to skip a tech you wanted. However, happier citizens receive a larger subsidy through the Martian Government, which lessens the bite. You’ll still be able to grow.

Party responsibly

This was mentioned in the previous section. However, once you unlock Parties they are a great way to boost morale by 0.5 for a turn. This is useless until you reach -0.3 morale. Then you will need to give a little boost to attract new migrants. If you’re at 1.8 and want to increase your morale above 2 to get a full migrant wave,

This means you should only take part when there is one turn left until the migrant wave. I’ve made this mistake before and had to consume the 20-turn cooldown before I could party again.

Choose a moneymaker and stick with it

Since the demo, trading has been a great addition to the game. You can buy almost anything, terraform multiple times per round, and throw occasional parties with enough credits. In general, you can make money by:

1 – Creating an expensive good and then selling it. If you build your colony well, food and gla*s can be good staples in the early games. You can sometimes get premium prices if your map has Dust Storms or Winter. With enough spices and electronics, they can be exported even better.

2 – Terraforming Mars: This is not to be confused with the popular board game or your terraform tiles. You can earn credits by planting Bacteria and Moss on solid Ground. Although this can be difficult to set up, the potential profits can be huge. I have made over $4000 per turn just from plants before. Bacteria tiles are $20 per turn, Moss is $35 and Gra*s is $35. $150. Plan your gardening carefully. If you can’t upgrade tiers of the plant, it may not be worthwhile.

Necessary: Getting a Biologist as a Specialist pick will make this much more difficult. A Biologist will make it easy for your Bacteria upgrade to start your engine. Bacteria without a Biologist will need to be surrounded. Four other Bacteria To start your engine (in most configurations).

3 – Happy Citizens: This is almost an afterthought. A thriving colony will make its citizens happier as a result of other successes than happy citizens funding it overall success. Please comment if you have any success stories with a morale-first colony. This theoretically is possible but not likely to win for the time being.

Regularly check the Trading Market.

Deals change with each Market refresh. Terraform tiles also change with each Market refresh. If you look closely at the listed resource deals, a green dot next the button indicates a price that is favorable to your needs (two green dots are even better), and red dots indicate the reverse. Market conditions can also affect prices. Sometimes a good is either over- or undersupplied, and the price will change accordingly. You can see alerts for such situations at the bottom of the Trading screen.

Make sure you have enough Trading Shuttle and Landing Pad capacity to handle your needed trading. You should also ensure enough landing pads to accommodate any migrant waves you wish. While 1-2 works in the early game, you might need 4 or more for hyper-late-game turns.

NOTE: Although I have not confirmed, it seems like your trades. Prices can change over time. Although the effect isn’t significant, it was noticeable on a particularly challenging and long-lasting map. The unit price of electronics seemed to increase by 50% over the course. I would appreciate any confirmation or denial from anyone else.

Terraform Wisely

Terraform tiles define Farlanders. With enough time and stability, their power allows you to remake the entire map to your taste easily. Their default scarcity is fine-tuned to keep them on the edge, always lacking something. There are many ways to dance on edge and take control.

It can be tempting to spend your Terraform tiles right away, but stop and think about whether you have the resources that Terraform can provide you with need. If so, go ahead. Wait, there’s more! Sometimes another terraform will pair perfectly with it, allowing for better moves and more efficient usage of your terraforms.

Also, Always look through the terraform tiles market to determine if something suits your needs. It might not always be affordable (look at mineral and water tiles). $4,000 to $11,000 per tile! It may be the right thing for you. Credits are almost exclusively used to purchase more terraform tile; they can create an efficient, well-tuned city that can withstand any disaster or shortfall.

Don’t buy tiles blindly. Even the most basic tiles are costly, so making rash purchases could make you miss out on even more tiles later. You’ll soon see the fair prices, but here are some guidelines.

  • Dig, Raise TNT, Restriction tiles, and TNT is your “basics”. Your “rares” are Trash Dump, Water, and Minerals.
  • The cost of basic terraforms with single tiles is often between $850 to $1200. These are great way to patch a small area of the map. However, if you only focus on them, you’ll end up wasting a lot of time and money.
  • Basic terraforms of 2-3 tiles can be as low as $1000 to as high at $2800. These terraform can be found for half the price of single-tile basic Terraforms so you can save around half on your map tiles.
  • Rares can cost between $4000 to $11,000. These rares are something you will need to save for. but can also pull you out from various death spirals.
  • The Trash Dump is a must-have for underground work! It is essential for underground work. It can be applied to a Solid Wall and transformed it into a standard, destructible one. Use it on Bedrock? It becomes destructible too. You can also apply it to a Stalagmite. You will get Bedrock, which you need for underground construction.

 

 

 

Written by 2501

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