Surviving the Aftermath

Surviving the Aftermath

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Ideology
By Psy
Copied from somewhere

Survivalist:
Upscaled Tents: Removes happiness penalty from the upgraded tier 1 living arrangements (Crowded Tents and Crowded Emergency Shelters)
Lumberjacks: Adds +1 work slot to Logging Camps and Lumber Yard buildings
Survival Skills: +20% production speed to Hunting Cabin and Trapper buildings
Emergency Harvest: +50% harvesting speed to all Farm and Irrigated Farm buildings (Not greenhouses)
Efficient Heating: -50% power use from Radiator and Industrial Radiator buildings

Industrialist:
Sledgehammers: +30% production speed to Concrete Scavenger building
Junk Recycling: +2 parts produced per cycle at the Mechanic Shop building
Conveyor Belts: +20% production speed to Concrete, Metal and Plastic Excavator buildings (no mention of the automated ones, but I hope so)
Fish Fodder: +2 Fish produced per cycle at the Aqua Farm building
Panel Coating: +40% durability to Solar Panel and Large Solar Panel buildings

Protector:
Solid Foundations: +40% durability to Shanty and Improved Shanty buildings
Reinforced Concrete: +40% durability to all tier 3 living arrangements (House, Two-Story House and their upgraded variants)
Guard Patrols: +1 worker slot in the Guard Post building
Calibrated Lathes: +30% production speed to the Gunsmith and Grand Gunsmith buildings
Prescriptions: +25% healing speed to Medical Tent and Field Hospital buildings
   
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2 Comments
Greystar 27 Jun, 2022 @ 11:10pm 
Now if only we could mod these so that you can have them all available regardless of what you chose in that phase before you started the game.
Diiablox 13 May, 2022 @ 9:42am 
Conveyor belts research is an add on to automated excavator research, so it's actually not clear if it affects the non-automated ones