Clockwork Empires Walkthrough
MegaGames - founded in 1998, is a comprehensive hardcore gaming resource covering PC, Xbox One, PS4, Wii U, Mobile Games, News, Trainers, Mods, Videos, Fixes, Patches. Clockwork Empires released yesterday in its official release edition! You may recall I played it on WIN not so long ago! Ice lakes game. Let's check out the 1.0 product in t.
Buildings are built by dragging the blueprint of the building across the grid on a flat section of ground and filling it with modules. They can be any shape or size you wish, provided you have the proper materials to build them.
The icon for the building will be highlighted in the menu if you are able to do so. Buildings can be demolished by clicking them and press the 'demolish building' button.Buildings have a certain amount of hit points and will be destroyed if this amount reaches zero.
As of Alpha 50 there is no way of repairing damaged buildings. Unfinished buildings can't be targeted by Enemies. The Barracks is a building that can be constructed by colonists. Work Crews can be assigned as militia by assigning them to a barracks. Each work crew needs its own barracks.
They start out with brown coats, but they will train and after a while they will don red coats and have somewhat improved stats.At your colony's humble beginnings, your militia would carry a pistol as a default weapon, which isn't quite the top equipment. To arm your militia with something more deadly, manufacture other weapon lockers and place them into your Barracks.
Don't forget to produce some ammo for these weapons. When done, open your barracks management window and select the weapon you want to choose for your brave soldiers. Additionally you can assign your squad to the day shift or the night shift.
Trade Office enables trading with other factions or with Clockwork Empire traders. This office does not use a workplace slot and you don't need to assign a Work Crew to it. You will need to decor it to attract larger groups of traders.Currently it is not possible to improve the price of the items, you can however dramatically increase your wealth by producing finished items out of raw materials. Raw food and cooked food is not tradable, tinned and canned products can be traded.A list of tradable products is always accessible in the Trade Office.
When traders arrive, their goods appear in the Trade Office as well, allowing you to barter the desired materials. The amount of foreign traders in a trade group (and therefore the variety of goods) depends on the improvements in your trade office; it starts with 4 traders and can grow up to 14.
The Mine is an office that allows for the extraction of minerals from deep in the ground, introduced in Revision 35. Like the Chapel, it is an 'office' type building, which does not allow the assignment of specific jobs - rather, the Work Crew assigned there will automatically go about the duties associated with that building.The mine allows the construction of the Mineshaft Module MK I, which take the form of a large mine elevator attached to one of the mine's flat edges. Members of the mine's work crew will enter the module and disappear for a time. Mine's should be built on areas where a Naturalist has identified valuable deposits, such as Hematite, Malachite, Sphalerite, Sulphur, etc. Most of the time miners will bring up the resource the mine was built over, but from time to time they'll bring up random substances like clay, peat, and sand. The Naturalist's Office turns an assigned Overseer into a Naturalist, which can either explore surrounding area, identify nearby mineral deposits or hunt wild animals. They can do either activity automatically or you can assign them particular spot to survey for minerals or particular animal to hunt.Naturalist offices do not require any additional module to scout the area.
They however require Standing Desk and Stacks of Paper for surveying for minerals, or Improvised Musket Locker and Stone Pellet Ammunition for hunting animals. Note that other weapon lockers or Bureacrat's Desk do not appear to be usable in Naturalist's Office.
Chapel is a place to worship the Holy Cog in all its glory. Until recently, the Empire would offer to send a Vicar to the colony upon completion of a Chapel. Now, the Overseer of any Work Crew assigned to the Chapel becomes the new Vicar.Colonists can go to the chapel to confess their sins or listen to the Vicar give a sermon, if he is around to do so.
This makes your colonists happy, and helps keep them sane.A place of worship for members of the Church of Divine Mechanics; fights malign influence and improves colonists' moods. Training Academy is a place to train your overseers in certain skills without having them to do menial jobs. It requires at least one bookshelf for each member of an overseer workforce and will produce one additional training if a fancy bookshelf is available increasing total skill gain by one third in comparison to normal bookshelfs. It requires Paper Bundles gained from Stack of paper to work. The amount of training can also be doubled if Buckets of Ink are available.The training academy can increase skills in these skill categories:.
Carpentry. Naturalism. Smithing.
Stoneworking. Cooking. Science.
Farming.