Founders fortune как устроить вечеринку

Обновлено: 07.07.2024

"Equipment" is a catch-all term for the game's armor, clothing, tools, and weapons. All equipment shares the following features:

  • Equipment requires research to unlock (Wooden Clubs are an exception).
  • Equipment must be crafted from resources at a work station, purchased from the Trader, or removed from fallen enemies.
  • Equipment requires a storage object when not in use.

Alpha 7 introduced a new Equipment system! Now you can store your equipment more easily and swap between civilian and combat equipment more easily.

Гайд для новичков по прохождению Founders Fortune

Founders Fortune колонисты

18 декабря 2020 года вышла полноценная версия симулятора колонии Founders Fortune. С виду стандартный симулятор колониста заставляется заниматься не только строительством и защитой базы, но и психологий подопечных. Наш гайд поможет разобраться новичкам на первых этапах и уверенно начать прохождение игры.

Как прокачать скиллы?

Строим книжную полку. С его помощью любого поселенца можно обучить необходимому навыку.

Зачем выполнять все пожелания поселенцев?

С одной стороны, выполнять все пожелания необязательно. Можно просто нажать на крестик и отменить, но это негативно скажется на настрое конкретного поселенца. С другой, если все хотелки выполнять, то это позволит развивать каждого конкретного поселенца по различным навыкам. Ну и так быстрее вырастет численность колонии.

Как увеличить численность колонии?

Для этого необходимо выполнить желания всех поселенцев. Спустя некоторое время после этого численность колонистов увеличится на одного.

Common Technical Questions [ ]

Гайд для новичков по прохождению Founders Fortune

Jobs: [ ]

Start with basic jobs. Forester & Scholar are necessary. When your third colonist arrives, make him forester to have wood (those are the needed one but make sure to have a Doctor too as soon as possible).

Note: You can use one colonist to have multiple jobs. The first job selected is only for automation. But you can tell a Miner to gather wood for example, or a farmer to make a research. (Manually order)

For your first house, don’t make it too big since you’re limited at the start in resources, make a building with a bedroom for your first colonist.


Note: If you made a mistake and want to delete the wall section select any wall (don’t matter which) then you’ll have to use: Left click + Drag over the wall you want to delete.

When you are satisfied with your house shape, you are going to need some floor.

  • Once again, select the build icon, select the "floor" tab and then select one of the floor available at the beginning. Then, just Left click + drag.


Note: If you made a mistake and want to delete the floor section select any floor (don’t matter which) then you’ll have to use: Left click + Drag over the floor you want to delete.

New game startup tips [ ]

When choosing a spot to build a new colony you should consider the following:

Tricks and Tips

Here you'll find answers to some common questions, tricks and tips provided by community members, and any noteworthy information the developers have shared.

Contents

Equipment Storage [ ]

Each type of equipment has its own storage furniture. Civilian tools are stored in a Tool Rack, combat weapons are stored in a Weapon Rack, civilian clothing is stored in a Clothes Stand, and combat armor is stored in an Armor Stand. These storage furnitures all function in the same basic way. Selecting a constructed storage furniture allows you to designate what item the storage holds from available items your colony has in stock, and to view the storage's owner (see below). Assigning a colonist to a storage furniture designates that colonist as the only one who will equip the storage's designated item. To do this, select the colonist, right-click on the storage furniture, and select the "Take Ownership" command. A colonist may only have ownership of one each of the four types of storage furnitures.

Combat Mode Equipment Swap [ ]

The combat button is located between the resources and the season bar.

When entering or exiting Combat Mode via either of the Combat Mode buttons (between the Resources bar and Season bar or to the left of a selected colonist's name), colonists will automatically move to the relevant equipment storages that they own and equip the proper items if they meet the requirements for those items. When entering Combat Mode, they will equip from their owned Weapon Rack and Armor Stand. When leaving Combat Mode, they will equip from their owned Tool Rack and Clothes Stand.

Important: Colonists will only swap items if there is an item to be swapped to, and they are capable of equipping that item.

Civilian Tools [ ]

Civilian tools increase the amount of resources you gather while using the tool. The gathering speed does not change due to the use of civilian tools. There are three types. For a colonist to use a tool it must be allocated to a Tool Rack that the colonist is the owner of.

Axe.jpg

An axe will increase the amount of Wood received when cutting trees.

Wooden Axe: +50% more Wood. 2 damage. Unlocked with completion of Woodworking research. Crafted at a Pickaxe [ ]

Pickaxe.jpg

A pickaxe will increase the amount of Crystals, Iron Ore, and Stone received when mining these resources.

Wooden Pickaxe: +50% more resources. 2 damage. Unlocked with completion of Woodworking research. Crafted at a Carpenter's Workshop. Requires 40 Wood to craft.

Stone Pickaxe: +100% more resources. 3 damage. Unlocked with completion of Masonry research. Crafted at a Mason's Workshop. Requires 80 Stone and 10 Wood to craft. Requires: Level 1 Miner.

Iron Pickaxe: +150% more resources. 4 damage. Unlocked with completion of Forging research. Crafted at a Forge. Requires 35 Iron Ore and 10 Wood to craft. Requires: Level 3 Miner.

Wooden Watering Can [ ]

Watering Can.jpg

A wooden watering can is used automatically while farming to double or sometimes triple the amount of food harvested from mature crops. It is unlocked with the completion of Watering research and is crafted at a Carpenter's Workshop. A watering can requires periodic filling at a Wooden Well. Requires 50 Wood to craft. Unlike other tools, a Wooden Watering Can does not increase damage dealt.

Как сэкономить в начале игры?

Ресурсы в самом начале крайне ограничены. Выход – не строить дом для колонистов, а разместить спальные мешки прямо на земле. Другие хозяйственные постройки будут полезнее на первом этапе игры и чем раньше вы их построите, тем быстрее будет развиваться ваше поселение.

Сколько строить домов?

Если исходить из экономии ресурсов, то один дом с большим количеством комнат обойдется дешевле, чем строительство для каждого поселенца дома с одной комнатой.

В игре есть боевой режим?

В этом режиме все поселенцы одевают броню и оружие, если у них есть соответствующая экипировка на стойке в их комнате и встают на защиту поселения. При этом они перестают работать.

How to start

When it’s done find the best location to setup your colony (near wood, crystal, stone, iron, cotton and apple trees if your island has some, but stay far from the Tikigoblins).

First things to build are a Bonfire and a Basket for Raw Food.

Civilian Clothing [ ]

For a colonist to wear civilian clothing it must be allocated to a Clothes Stand that the colonist is the owner of.

All civilian clothing shares the following features:

  • Apprentice clothing is unlocked with the completion of Tailoring research.
  • Master clothing is unlocked with the completion of Advanced Tailoring research.
  • All civilian clothing is crafted at a Tailor's Workshop and requires a minimum of 30 Cotton per item (certain Master Clothing and Robes have additional Coin or Iron Ore requirements for crafting).
  • All civilian clothing is stored at a Clothes Stand.
  • With the exception of the Doctor's Robes, all civilian clothing reduces the time required for the relevant Job to perform its primary task: Farmers tend fields faster, Foresters and Miners gather faster, Craftsmen craft faster, and Scholars research faster. The Doctor's Robes offer protection from contracting illness. Master clothing increases the effect more than Apprentice clothing.
  • Apprentice Farmer, Forester, Miner, Craftsman, and Doctor Clothing and Robes do not have a requirement, while Master Clothing and Robes of these Jobs require Level 2. Apprentice Scholar Robes require Level 1, while Master Scholar Robes require Level 3.

С каких исследований начать?

Два самых главных исследования в начале игры направлены на строительство и получение урожая. Первое, о чем будут мечтать колонисты – кровать, поэтому начинаем исследовать с обработки дерева и мебели. Второе – развитие фермерства. Этот навык поможет получить урожай картошки уже в начале игры.

Combat Armor [ ]

Combat armor provides protection from the damage dealt by enemy attacks. While civilian clothing offers some protection as well, combat armors excel at the task and should be used in combat if available. For a colonist to wear combat armor it must be allocated to an Armor Stand that the colonist is the owner of.

Gambeson: 10 protection. Unlocked with completion of Tailoring research. Crafted at a Tailor's Workshop. Requires 40 Cloth to craft.

Simple Plate Armor: 15 protection. Unlocked with completion of Advanced Tailoring research. Crafted at a Tailor's Workshop. Requires 20 Iron Ore and 40 Cloth to craft. Requires Medium Armor unlock from Soldier tree.

Pirate Captain's Suit: 16 protection. Drop from Pirate Captain. Requires Medium Armor unlock from Soldier tree.

Iron Armor: 20 protection. Unlocked with completion of Armor Forging research. Crafted at a Forge. Requires 60 Iron Ore and 20 Cloth to craft. Requires Heavy Armor unlock from Soldier tree.

Common General Questions [ ]

  • Can I stop Tiki Goblins from spawning? Yes. Tiki Goblins spawn from their huts (the largest circular structures in their villages). With at least one colonist selected, right-click a hut and select the "Destroy" option. Preparation and caution are advised when engaging Tiki Goblins; they may be stronger than they look! Note: As of Alpha 8.0.6, Tiki Goblin huts are the only means by which Tiki Goblins spawn, and destroying them is irreversible.
  • Can I remove crystals/stones/trees? While there is currently no method of instant or "quick" removal, crystals, stones, trees, and iron ore deposits will eventually be removed from the landscape once they have been gathered from for a sufficient period of time. Unless the area is built over or the saplings are removed manually, new trees will eventually grow in the areas where the island's initial trees generated. However, as of Alpha 8.0.6, crystal, stone, and iron ore deposits do not regenerate. These natural resources are finite.
  • Can I move something after placing it? You can move placed objects and certain structural features (such as doors and windows) by emptying your cursor, clicking and holding on the desired object, and then dragging it into a new position. For best results, ensure that you are in the proper build mode for the type of object you wish to move.
  • How many colonists are available? As of Alpha 8.0.6, you start the game with two (2) colonists and, through gameplay, may attract and accept up to nine (9) additional migrants for a maximum of 11 living colonists. Dead colonists do not count towards the maximum.
  • Is there a way to improve colonist Job experience without doing the associated work? Yes. Once you have completed the research you will unlock the construction of a Bookshelf. Once a Bookshelf is constructed, you may select a colonist and right-click the Bookshelf to have them learn about any Training Dummy. Only one colonist may use a bookshelf at a time.
  • How do I get Trader if he has some for sale.
  • How do I remove dead bodies? In construction, under the life menu is an option of Grave. Build a grave. Select a colonist, right click a body and select 'bury'. Make sure you remove equipment from the body first. Once buried, any equipment is lost forever.

Combat Weapons [ ]

Combat weapons improve the damage colonists deal. While axes and pickaxes improve damage as well, combat weapons excel at the task and should be used in combat if available. For a colonist to use a weapon it must be allocated to a Weapon Rack that the colonist is the owner of.

Bow.jpg

Simple Bow [ ]

Sword.jpg

Sword [ ]

A Sword allows a colonist to attack effectively in melee.

Wooden Sword: 4 damage. Unlocked with completion of Weaponry research. Crafted at a Carpenter's Workshop. Requires 40 Wood to craft.

Pirate Captain's Cutlass: 11 damage. Drop from Pirate Captain. Requires: Level 3 Combat.

Wooden Club [ ]

A Wooden Club allows a colonist to attack effectively in melee. While they have a different model, they are mechanically no different from a sword. However, they are unique for two reasons.

  • Wooden Clubs deal 5 damage.
  • Wooden Clubs cannot be researched, crafted, or bought (please confirm that they can't be bought). They are only able to be obtained by removing them from defeated Tiki Goblins that have one.

Required furniture [ ]

When the shape is satisfying you will have to put necessary furnitures. Here are the required furnitures:

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