Oxygen – Gameplay Basics Guide

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    Basic guide to gameplay

    Energy/Oxygen

    An oxygen center uses coal or renewable energy resources (gas energy, hydro energy, solar energy, wind energy, wave energy) to produce oxygen.

    The Oxygen Center can store sustainable energy in its batteries. Stored energy is used when consumption exceeds production. You can increase your sustainable energy storage capacity by building a few more batteries.

    • Coal can be produced in coal mines or collected from ruins. (Coal is stored in Oxygen Center).
    • Gas energy can be produced with the help of gas extractors or subsea gas extractors. When these occur in the crack zone, they generate energy. (Gas energy is on the Energy menu and is shown per hour.)
    • Hydro energy can be generated with the help of water turbines. These can be located on the river. They do not produce energy during drought and frost. (Hydro energy is on the Energy menu and is shown hourly.)
    • Solar energy can be generated with the help of solar panels. These can be located anywhere on the map. They produce more energy on sunny days and during drought but no energy at night. (Solar energy is on the Energy menu and is shown on an hourly basis.)
    • Energy can be generated from wind with the help of wind turbines. These can be located anywhere on the map. They generate more energy during wind. (Wind energy is on the Energy menu and is displayed hourly.)
    • Wave energy can be generated with the help of wave power stations. They can be located at sea. (View energy is on the Energy menu and is shown per hour.)

    Lack of energy/winds

    Energy resources can be scarce, especially during windy periods.

    How to Prepare for Winds:

    • Trees help a lot. You should try to revive some dead trees. When a tree’s biomass reaches a critical value, it forms a tree canopy. Any building under the tree canopy has zero energy consumption. Don’t forget to assign a worker and provide plenty of water, otherwise, it starts to lose its potency.
    • When your settlers are under a canopy of trees, they don’t get sick during the winds and don’t use oxygen tanks. Trees require a lot of water to reach the required strength to form a dome. During a rainy or snowy day, trees do not need water.
    • You should run oxygen generators in buildings during winds. Otherwise, many people may get sick. Each medical post has a capacity of 5 patients.
    • If you’re low on energy, you can block some buildings. When a building is stopped, it does not expend energy and the workers in the building become constructors. The oxygen center supplies oxygen and distributes it around the building. Therefore, there is a safe zone in front of the oxygen center. Settlers don’t stand there and use oxygen tanks, they stay safe even during toxic winds. Construction workers and children are always there when they have nothing to do.
    • If you’re low on energy, you can turn off the oxygen generators in cafes, playgrounds, and temples. Since settlers live there for a limited time, he is unlikely to get sick.
    • If you have some settlers working in your ruins, you should keep your medical posts or hospitals ready because they will eventually get sick. It is best to call them back during the winds. They can stay healthy in front of the oxygen center.
    • Medical posts, hospitals and homes have automatic generators. You can’t turn off their generators, but you can block these buildings if you don’t want to use energy.

    Dehydration

    Water resources can become scarce, especially during droughts and frosts.

    • Since lakes and rivers do not function during droughts and freezes, water purifiers are not functioning.
    • If you want to produce water during drought or frost, you can build water desalinators, water wells, or rainwater collectors.
    • If you are in the early game, you should collect the necessary water before drought and frost.
    • During frost and drought, you must remember that your trees and plant house are using water.
    • You should also be aware of the campaign costs of the signal tower and radar team. They need canned fish and water during their journey. It’s a good idea to check your water and food supplies before sending them anywhere.

    Lack of food

    • During drought and frost, fishing nets along the banks of lakes and rivers are not working.
    • If you have a fishing dock by the sea, you can raise fish during droughts and frosts.
    • Also, you can grow potatoes or tomatoes in your plant house during drought and frost.
    • You should also be aware of the campaign costs of the signal tower and radar team. They need canned fish and water during their journey. It’s a good idea to check your water and food supplies before sending them anywhere.

    Lack of canned fish

    • If you want to keep some canned fish for your signal tower and radar teams, you need to be aware of where your settlers are eating, and where your canteen workers can collect food. Using repositories.
    • When settlers are hungry, the first thing they look for is the nearest canteen.

    Storage / Canteen Workers / Hunger and Thirst

    Storage

    • Settlers go to nearby storage to pick up or drop off any materials, food, or water.
    • Canteen workers prefer the nearest storage to collect food or water. If there is no food or water available in the nearest storage, they go to their next closest storage.

    Canteen workers

    • Your canteen workers find the nearest store, and then collect the food in this order: stewed fish, french fries, potatoes, tomatoes, fish, and canned fish.

    Hunger and thirst

    • When the settlers feel hungry, they go to the nearby canteen to have something to eat. If there is no canteen in your settlement or there is no food in the canteen, they go to their nearest storage. When they go into storage for something to eat, they prefer to eat it in this order: stewed fish, french fries, potatoes, tomatoes, fish, canned fish.
    • When the settlers feel thirsty, they go to the nearby canteen to drink water. If there is no canteen in your settlement or there is no water in the canteen, they go to their nearest storage.

    clothes

    There are two types of clothing: uniforms and kevlar suits.

    Uniforms and kevlar suits have an expiration date/expiry, when it expires they will no longer be valid due to leakage issues. Therefore, oxygen tank consumption accelerates, and settlers have to refill their tanks more often when their clothing’s durability drops to zero.

    • The uniform is valid for 30 days.
    • Kevlar suits are good for 50 days.

    Each day brings additional points to the settler’s confidence depending on the type of clothing.

    • uniform [+1]
    • Kevlar suit [+2]

    When the durability of the garment becomes zero, the settler gets it. [-1] point

    Filling the oxygen tank

    • All settlers go home to fill their oxygen tanks.

    The frequency of these visits can be reduced if oxygen generators are turned on in the buildings where they work.

    • Children and builders wait in front of the oxygen center to breathe enough oxygen. They use oxygen tanks when they are outside.
    • If a building has sufficient oxygen levels, workers do not use their oxygen tanks while working there.

    Production level

    Each settler has a productivity level. This level depends on the settler’s confidence level and education level.

    • A – 100%
    • B – 83%
    • C – 66%
    • D – 50%
    • E – 33%
    • Productivity level defines the speed of production of settlers.
    • The level of confidence and education ranges from low-medium-high. Each upgraded level allows settlers to move to higher production levels.

    Vote of Confidence/Annual Report/Confidence

    A vote of confidence

    A vote of confidence reflects your leadership performance. You should be aware of your target level and try to keep the vote of confidence as high as possible. Otherwise your people will leave you at the end of the year.

    The parameters of the vote of confidence are:

    • People: This is the absolute level of trust of the settlers. Every settler has a confidence level. The sum of these numbers provides the total confidence level.
    • Population: Newborn babies bring extra points. Those who join you with the help of a signal tower or submarine dock bring extra points. Leaving people wanting to join you with the help of the signal tower lowers the total score. If there is no graveyard, the total score of those who die from hunger, thirst, disease and fissures is reduced.
    • Exploration: Exploring a new location by radar or signal tower brings extra points.
    • Buildings: Each completed building brings additional points. Each destroyed or demolished building reduces the total score.
    • Task Performance: Every task that is successfully completed on time brings additional points depending on the difficulty of the task.
    • Trees: Each tree, which reaches 100% vitality, brings additional points. If a tree with 100% vitality cannot maintain this score, your total score will be reduced.

    Annual reports

    You will receive an annual report at the end of each year.

    Here’s what you’ll find in the report:

    • Was the target of the vote of confidence achieved?
    • Last year the total number of new people was added with the help of signal tower and submarine dock.
    • Total number of children born in the previous year.
    • The total amount of your settlers who died last year.
    • Target level of vote of confidence for the coming year.

    confidence

    • Hunger: Each day brings +1 point if the settler gets something to eat.
    • Thirst: If the settler has water to drink, each day brings +1 point.
    • Health: Each day brings +1 point if the settler is healthy.
    • Home: Every day brings extra points in the settler’s confidence in terms of home comfort.
    • Clothes: Each day brings additional points to the settler’s confidence depending on the type of clothing.
    • Social Life: Each visit to the cafe or canteen brings +1 point (for adults). Each visit to the playground or canteen brings +1 point (for children).
    • Spirituality: Each visit to the temple brings +1 point. Decoration: Each visit to the decoration brings additional points in terms of decoration.

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