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Rooms, research and power

Once your camp stands, the real work begins: rooms that do something, research that asks ever more, and power that carries you through the night.

Rooms with a purpose

Tap or click the floor of a closed room and choose what it is for. In a bedroom your crew rest better. In a canteen they eat at the dining table and are in a better mood for hours afterwards. In a prison you win prisoners over faster. A desk in an office speeds up all crafting and research.

On the map each room shows its name in the middle, with a warning while something is missing. The room card says exactly what.

The research room

Research is done at a desk in a room you mark as a research room, with a bookshelf and a chair right at the desk. Whoever researches sits on that chair. The first studies need nothing more than that room.

Then it gets harder. From level 8 you need a pen and paper, from level 16 a ruler and a library of books, and from level 30 a computer with power. Paper, pens and rulers are made at the workshop; books are written at the desk. The computer takes parts from a broken machine.

Sewing and bedding

Beds are bare wood until you sew something. Wool comes off the grazers. After the sewing study you build a sewing table and make a mattress, a blanket and a pillow; pins from the workshop are needed too, but never used up. Lay the bedding on a bed from that bed's card: a mattress alone gives forty percent more rest.

Whoever studies the sewing machine builds a sewing table with a machine and sews nearly twice as fast.

Power, from coal to sun

A generator burns coal and powers what stands beside it: the workshop works faster, turrets fire, the computer computes. A solar panel does the same by day, burning nothing. An energy cell fills while something is generating and takes over at night.

Walls and doors stop shots, windows let them out. A radio mast with power tells you who is heading for your camp and how much time you have; without one you see only dust on the horizon.

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