Workers Freezing

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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Bernard_Black
Posts: 7
Joined: Fri Aug 06, 2021 10:24 am

Workers Freezing

Post by Bernard_Black »

Afternoon, having odd issue with new zone.

Firstly the planet is a frozen desert world with no oxygen thus envirosuits are the default starting tech.

So why am i getting this EVERY turn for my new zone:

'Hapiness for 300 worker in 56,2 decreased with 4 points due to effective temperature below -21c'

The actual temperature for my new zone is -51c and my capital city is around -47c but the capital has never had this issue.

Further more the envirosuits allow up to -100c I believe, so this should not be happening?

Please advise.
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

RE: Workers Freezing

Post by zgrssd »

The responsible rules are in the Manual, "5.2.3. envIronmental exPosur"

One active asset should give you 273° Temperature resistance. What do you have in the city?
Bernard_Black
Posts: 7
Joined: Fri Aug 06, 2021 10:24 am

RE: Workers Freezing

Post by Bernard_Black »

zgrssd: thank you for the reply, glad it was you that answered you seem to know the workings of this game very well and I think you solved the issue for me.

I did read that manual section actually and the issue is that the new zone only has one asset... and I mothballed it! lol

So that's probably it then, its just a truck stop at moment I will leave it on 25% and see if that solves it. I am currently investing in the zone so as to wait until the pop build a farm dome then I was going to activate the truck stop, build two metal mines close to the zone + send colonists etc.

Anyway thanks for that. [:)]
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