Surviving The Aftermath continues and we (and by “we”, I mean “you”) finally remember to put the Forester down. Now our colonists can dash out in the middle of winter to try to plant some trees. I’m sure that will be fine.
Meanwhile in Surviving The Aftermath, some deft trading opens up the opportunity for an alliance with the other factions. And I’ve misplaced several buildings.
Surviving The Aftermath gameplay continues here.
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Survive and thrive in a post-apocalyptic future — resources are scarce, but opportunity calls! Build the ultimate disaster proof colony, protect your colonists, and restore civilization to a devastated world.
Go beyond the colony and explore the wastelands to gather resources, meet rival colonies, and uncover the world’s secrets.
Build and manage a colony of survivors after a world-ending event. Construct more than 130 buildings and survive a harsh world filled with danger. Stay prepared, a natural disaster or environmental catastrophe can doom an ill-equipped settlement.
Recruit over 80 unique specialists, each with their own skills and motivations, to manage your colony’s resources. Outfit your specialists with gear to defend the colony from attacking bandits and rampaging wildlife.
Send your specialists outside your colony and into a procedurally generated world. Meet rival colony leaders and trade resources or compete for survival. Specialists can set up outposts and gather materials, giving your colony an edge.
Surviving the post-apocalypse means making impossible decisions. The colony’s fate depends on your judgement, every choice can impact your colony’s happiness and affect its future.
Specialists will stumble upon mysteries while exploring the world. Uncover secrets surrounding the apocalypse and prepare your colony for survival if it should happen again.
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0:16 nice intro how did you come up with that
If possible, try to put factories and restrooms away from the settlements. Things won't get contaminated this often and you'll not have so many sick colonists. I think you chose the wrong difficulty 🤣 this seems too much for the layman
If Marshall comes back like Platy did, he should be Marshall Jr. lol
When you're trading, you can trade away all your hunting rifles if you want to, and probably some of your shotguns. In order of damage dealing it's hunting rifle > shotgun > automatic rifle. You only need enough weapons to match the number of guards in your colony. When you assign a settler to a guard tower, they take a weapon out of inventory to arm themselves. You do need to keep a few as backup, because they do wear out over time. There exists a place that produces automatic weapons (1 every 12 hours) that you can build a scavenger outpost to acquire (once you find the place).
Also, I groaned in despair and frustration when you not once, but twice, had Dafina retreat from battle but then didn't order her to move away from the enemies, then got frustrated that she kept getting attacked. Typical Dave! 😀
Lastly, here's a tip: When you put the colony in Alarm mode, everyone stops what they're doing (except the guards) and runs to their house to hide. This interrupts production and you also get a Happiness penalty when you use the alarm. Unless the colonists themselves are getting attacked, you generally don't have to use the alarm. In this episode you turned the alarm on because two angry colonists were attacking a building. No need for an alarm in that case, just have your guards or specialists deal with it.
This game is definitely one of the most interesting and enjoyable games that I've watched you play. Looking forward to what happens next!
Also had to laugh and shake my head at the number of times that you looked at the Beyond Tomorrow quest marker without realizing that the quest icon is hovering about an inch above the BIG PURPLE MARKER on the map, LOL. If you pause the video at 39:38 it's clearly visible. 😀
Just have time to let you know I watched and enjoyed today. Can't wait to see what happens next time.
The colony needs a bat phone. I wouldn't put it past this game if he showed up when you called!
the quest thingy is another round ruined building…below where that outpost is…🤭🤭🤭🤭👍👍👍👍👍👍
It was almost painful watching you struggle with plastic while both your recyclers had nothing in their work area. Lol. When a building has the white diamond with crossed axe and crowbar above it, that means a resources gatherer doesn't have anything in their work area.
White diamond icon above building = nothing in work area.
Love this series. Overall you are doing good. Except actually finding the quest locations lol. The icon floats above the location so look about an inch below the icon for the area you actually have to send someone to.
Looks like you can do something with those meteorites
As I figured out, the fastest way to get plastic and metal is by upgrading the basic ressource buildings.
Advanced shantys are nice too since your colonists wake up refreshed instead of angry.
Oh and i know its wee hour games – but do we have to let a colonist run through the whole base to get one bit of concrede and then run all the way back?
Keep up the good work.
…the questionable merchant SOLD you lunar meth dust for some of your weapons, not the other way around. It said "+50 lunar dust, -12 weapons" on the trade window. That's why you had 50 to trade away.