Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Might reduce that amount later but I figured if I'd go higher than 2 might as well go for 10 and get all bases covered.
The free components are awkward but simpler than editing many recipe requirements.
The game has more than enough time- and resource-gates to require massive deliberate roadblocks and weird requirements to artificially extend game time for a dozen hours.
You still need plasteel and gold to produce more from the fabricaiton-bench and those feel like proper, organic bottlenecks instead - having all of the three at once sounds like entirely too much!
I'm tempted to remove the medicine to balance things off but this might break playthroughs on biomes without medicinal plants, which I haven't done in a while, so something to think about..
Increasing Research Speed further wouldn't be a proper solution because on best-case scenarios research is already lightning fast (maybe too fast, even) so hopefully this is a better approach.
Likely to be an on-going effort to find the proper balance between Learning Factor and Research Speed, given how rare worst- and best-case scenarios are.
Similarly with other skills, if you have some bad luck say, with Cooking, it can take many hours to get a single pawn to be able to cook second-tier meals.