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{{Infobox main|misc | {{Infobox main|misc | ||
| name = Comms console | | name = Comms console | ||
− | | image = | + | | image = CommsConsole.png |
| description = Allows radio contact with other factions and [[Trade#Orbital|orbital traders]]. | | description = Allows radio contact with other factions and [[Trade#Orbital|orbital traders]]. | ||
| type = Building | | type = Building | ||
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=== Trade ships === | === Trade ships === | ||
− | Trade ships randomly appear as part of an [[Events#(Trader type)|event]]. You will be automatically notified when a trade ship appears if a comms console is powered (ships can still arrive unannounced during a [[Events#Solarflare|solar flare]], for example). In any case, the ship leaves in 16 hours, or {{ | + | Trade ships randomly appear as part of an [[Events#(Trader type)|event]]. You will be automatically notified when a trade ship appears if a comms console is powered (ships can still arrive unannounced during a [[Events#Solarflare|solar flare]], for example). In any case, the ship leaves in 16 hours, or {{ticks|40000}}, after arrival. |
A powered [[orbital trade beacon]] is required to initate trade, and items must be placed in a beacon's radius to be traded. While it may seem logical that a passing orbital trader could be contacted from any colony with a comms console, the game does not work like that. Any orbital trade notification is tied to a specific colony, and ''only'' that colony has the option to trade with them. | A powered [[orbital trade beacon]] is required to initate trade, and items must be placed in a beacon's radius to be traded. While it may seem logical that a passing orbital trader could be contacted from any colony with a comms console, the game does not work like that. Any orbital trade notification is tied to a specific colony, and ''only'' that colony has the option to trade with them. | ||
− | Trade ships from the [[ | + | Trade ships from the [[Empire]] {{RoyaltyIcon}} will only appear if a colonist holds the [[title]] of Baron or higher. |
=== Factions === | === Factions === | ||
At a comms console, you can call on any human [[faction]] to ask for the following: | At a comms console, you can call on any human [[faction]] to ask for the following: | ||
− | * Request [[trade|trade caravans]]. Ask a faction to send a trader of your choosing (bulk goods, combat supplier, exotic goods). The faction must be an [[ally]]. This costs 15 [[goodwill]], and has a cooldown of 4 days. | + | *Request [[trade|trade caravans]]. Ask a faction to send a trader of your choosing (bulk goods, combat supplier, exotic goods). The faction must be an [[ally]]. This costs 15 [[goodwill]], and has a cooldown of 4 days. |
− | * Request immediate military aid. Friendly "raiders" arrive via [[drop pod]]. Tribal factions will politely decline, and the faction must be an [[ally]]. This costs 25 [[goodwill]], and has a cooldown of 24 hours. | + | *Request immediate military aid. Friendly "raiders" arrive via [[drop pod]]. Tribal factions will politely decline, and the faction must be an [[ally]]. This costs 25 [[goodwill]], and has a cooldown of 24 hours. |
*Request location of a [[persona core]]. Creates an item stash [[quest]] containing the persona core. This can only be done once [[Research#Starflight Basics|Starflight Basics]] has been researched, and requires 40+ [[goodwill]] with the faction. This costs 1500 [[silver]]. | *Request location of a [[persona core]]. Creates an item stash [[quest]] containing the persona core. This can only be done once [[Research#Starflight Basics|Starflight Basics]] has been researched, and requires 40+ [[goodwill]] with the faction. This costs 1500 [[silver]]. | ||
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=== Diabolus === | === Diabolus === | ||
{{Main|Diabolus}} | {{Main|Diabolus}} | ||
− | A [[mechanitor]] | + | A [[mechanitor]] can use a powered comms console to summon a [[diabolus]], which will eventually arrive at your colony.{{BiotechIcon}} This has a cooldown of 2 days and does not consume the building. |
=== Children === | === Children === | ||
{{Main|Children#Learning}} | {{Main|Children#Learning}} | ||
− | [[Children]] | + | [[Children]] will use the comms console for ''Radio talking'', which fufills their Learning need.{{BiotechIcon}} Using the comms console for other purposes disrupts their play. |
== Analysis == | == Analysis == | ||
− | + | In addition to the comms console, Microelectronics is required for a [[hi-tech research bench]], itself required for all further research. This makes the comms console a very convenient thing to obtain. | |
− | Trade ships are uncommon, but | + | Trade ships are an uncommon, but vast source of buyable materials, from [[steel]] and [[plasteel]] to [[component]]s to [[neutroamine]], without having to create a [[caravan]]. These types of materials can impede a colony's advancement. The further away neutral/friendly [[faction base]]s are, the more useful trade ships become. Of course, a means of [[Money_making_guide|making money]] is almost required to actually buy things from trade ships. |
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+ | Most other uses of the comms console all require an [[ally|allied]] faction. Outlanders are preferred allies for trade due to their higher tech level, and thus higher tech items on offer. The [[empire]]{{RoyaltyIcon}} will only trade with a [[titles|Knight/Dame]] or higher, but is even more advanced. Also, only outlanders and the empire are at a high enough tech level to send immediate military aid. | ||
Finally, asking for the [[persona core]] is the most consistent way of actually getting the core. | Finally, asking for the [[persona core]] is the most consistent way of actually getting the core. | ||
− | + | It cannot be uninstalled, only deconstructed, so plan before you place it. | |
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== Version history == | == Version history == | ||
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<gallery> | <gallery> | ||
− | + | Comms_Old.png|The old comms console texture | |
</gallery> | </gallery> | ||
− | {{ | + | {{nav|misc|wide}} |
[[Category:Miscellaneous]] | [[Category:Miscellaneous]] | ||
[[Category:Trade]] | [[Category:Trade]] |