![]() ![]() Despite their rather hazardous settlement, Chemvilleans are calm and jolly toward outsiders. The fumes of this massive refinery are guaranteed to give any visitor a headache. They’re very cautious and even paranoid about letting outsiders inside the mall, as “someone would use the opportunity to unlock the doors for their barbaric friends outside”. Its inhabitants are well aware of what they have, and they furiously defend their homes. Stores have been converted into apartments and other areas are heavily barricaded to repel intruders. The town’s many defenses seem formidable, but whether the makeshift bolt throwers and flame walls actually work is questionable.įounded inside a massive shopping mall. New and exciting, but often untested, innovations are eagerly shared within the community. The society is built next to a sizable junkyard dotted with machine shops and metalworks where people spend their days scavenging and constructing parts for their own complicated creations. If you come across a complicated mechanical contraption of unknown purpose, chances are it’s from Junkton. However, as the total number of societies on a single map seed is capped, it is not possible to receive all of these bonuses in one playthrough. The New Alliances DLC gives players the ability to complete quests for neighbouring societies, with the option to ally with a society once achieving a reputation with them of over 1000.Īllying with a society unlocks their unique embassy building which, once built, gives your colony a bonus in the form of global modifiers and/or a unique reward building.Īcross all societies, there are 8 new reward buildings and 13 permanent modifier bonuses in total. ![]() Sometimes the Societies will come to the colony's doorstep asking for favours, which is a good chance to gain some good rep. Reputation can be raised by trading resources that societies currently want to buy or sell, marked with a yellow scale icon. Having a good reputation means lower prices, and lower reputation results in higher starting bid. The prices will vary depending on Reputation with a Society. You can have as many active trades as you have Workers at Trade Centers. Resources are added to the Trade Center storage upon arrival. The further the society is located, the longer the process will take. ![]() Once a trade deal is struck, the Resources start moving toward your Colony. Each Society has some unique Resources and special offers, which change once in a few days. Coins can sometimes be found when scavenging locations. A form of currency the Societies all recognise are Silver Coins, which can be used to buy or sell goods. ![]()
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