![]() Instant level three garden that you can park indoors or outdoors. In subsequent games, with the Builder boon this facility becomes completely useless. If you REALLY need power early, get a generator facility mod and attach it to the facility that needs power. Marginally useful, its usually better to get a power outpost and use this facility slot for something else (plus with the outpost, you don't have to remember to turn it on all the time). Provides base-wide power, though causes noise. As this facility solves (at least partially) your early food issues, you'll have one of these at your home base well into mid-game. Probably the second facility you will build (after your Infirmary), as you'll need to start producing food, but the Farm requires a large facility slot and Hydroponics requires the Utilities skill plus working water and power. Provides 1/2/3 Food a day (or 1/2/3 Meds with a Herbalist). If you really want some sort of trainer facility, go with the Shooting Range, as Firearms is normally the slowest skill to level. ![]() The +20 health saves this facility from the trash bin. You'll earn fighting experience well enough on your own without this (and then when everyone is levelled up, this benefit becomes useless). ![]() These facilities are available at the start of the game and have no special requirements outside of a possible Community Skill requirement (see the Character Development Tips page for more information).įighting Gym (Avoid) - Indoor/Outdoor. Below, we'll rank each facility in our usual system: Great, Neutral or Avoid.
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