The weekly newsletter for Fed2 by ibgames

EARTHDATE: October 3, 2010

Official News page 1


BLISH CITY UPDATE

by Hazed

Blish city builds are proceeding but Alan found a couple of problems which he has now fixed. The first was that a bug meant that if you did not have enough goods in your graving dock warehouse to do the day's building, the requirements list was not getting regenerated for the next day. This wasn't fatal, because the list would get set up for the day after, so you only lost a day of production. But it has been fixed now anyway.

The other problem was in one of the commodities required for a size 5 city, and it's been solved by changing one requirement. Instead of toxicmunchers, the build now requires tracers. So the complete list of requirements is now as follows:

Blish City size 1 - 6 meg, 5 days
Alloys - 3,975
Monopoles - 1,200
Generators - 2,700
Droids - 3,525
Nanos - 1,350
Workers - 10

Blish City size 2 - 4 meg, 2 days
Woods - 2,025
Xmetals - 5,100
Polymers - 4,725
Synths - 2,100
Katydidics - 975
Workers - 10

Blish City size 3 - 4 meg, 2 days
Semiconductors - 6,825
Pharmaceuticals - 3,225
Controllers - 1,050
Laboratories - 1,800
Clinics - 2,400
Workers - 12

Blish City size 4 - 5 meg, 3 days
Soya - 7,950
Clays - 3,975
Vidicasters - 450
Firewalls - 900
Libraries - 1,125
Workers - 12

Blish City size 5 - 6 meg, 4 days
Crystals - 1,350
Tools - 3,825
Tracers - 675
Musiks - 2,700
Simulations - 1,275
Workers - 16

The amounts given are the totals needed for the whole build, so divide them by the number of days required to figure out the daily needs.

The workers are not taken from your population until the city is launched, and the amounts are cumulative, so for example a size 3 city would need 32 workers in total (10+10+12).

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