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Surviving the Aftermath Wiki
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In the aftermath, much of mankind’s knowledge was either lost or outright destroyed. Fragments can still be recovered from various locations on the [[World Map]] to aid the colony. The locations with valuable knowledge can be searched for Science Points which, unlike other resources, are immediately available to the colony. The higher your Specialists' '''Research''' skill is, the faster they can find all the usable knowledge a location has to offer. Science Points can be spent in the Tech Tree, which is divided into five parts. *"Food" offers both improvements to production speeds, completely new forms of cultivation and even breeding alternate Food sources. *"Production" increases production capabilities and unlocks new structures. *"Colony" adds more options to shelters and the general comfort of the colony. *"Security" adds more options to keep your people safe and sound. *"Exploration" improves your efficiency and possibilities on the World Map. The further down the tree a particular advancement is, the more it costs, so always keep an eye on Museums, old Radar Stations, Observatories and other valuable locations while exploring the World Map. Science is what takes your colony from mere survival to reclaiming what was lost. ==Available technologies== ===Food=== {| class="wikitable" !Communal Eating |[[Cookhouse]] and [[Logging Camp]] boost food production in the colony. The Cookhouse creates and distributes nutritious [[Meals]] prepared from raw Food ingredients. Cookhouse is also a gathering place where colonists come to share a warm meal together. Logging Camp produces Firewood which Cookhouses and some other buildings need to operate. |- !Protected Crops |[[Greenhouses]] shield the crops from the elements. They can function even through a [[Nuclear Fallout]], providing security in food production during more difficult times. Although, greenhouses are very fragile and prone to physical damage. Requires [[Energy]] to function. |- !Alternative Proteins |Post-apocalyptic societies must find new and more efficient sources of protein. Edible insects can provide just that. [[Insect Farms]] function similarly to [[Fields]] but provide steadier [[Food]] production and an alternative to Meat. Find new types of insect eggs to bolster yields even further. Requires [[Energy]] to function. |- !Boring Methods |Clean [[Water]] can be hard to come by, especially in dry climates. [[Bore Wells]] are drilled as deep as required to tap into water reserves, which allows placing them on any soil type. Requires [[Energy]] to function. |- !Advanced Farming |Takes farming to the next level. Medium and Large Fields afford bigger harvests, feeding even the largest of colonies. Placing them on [[Fertile]] soil grants an extra production bonus. |- !Delicacies |Even in the aftermath, people crave a bit of luxury. The smell of freshly baked [[Bread]] can have a surprisingly large effect on morale. A [[Mill]] grounds [[Wheat]] into [[Flour]], which is then turned into Bread at the [[Bakery]]. |- !Chef Training |Feeding a large number of people requires discipline and organization. Chef Training unlocks the [[Mess Hall]], where cooks prepare large amounts of [[Meals]] for hungry colonists. |} ===Production=== {| class="wikitable" !Energy Production I |Getting the power back on is a major step toward rebuilding civilization. [[Solar Panels]] and [[Wind Turbines]] provide clean [[Energy]] in small quantities but require advanced materials such as [[Parts]] and [[Components]] to be built. Both can be found by scavenging locations in the World Map. |- !Junk Recycling |Scrapper's side product, [[Junk]] is useful and even valuable for those able to recycle it. The [[Mechanic Shop]] converts it into mechanical [[Parts]], which are required in advanced construction and item creation. Requires [[Energy]] to function. |- !Energy Storage |Producing [[Energy]] without storing it can be a recipe for disaster. Repurposed [[Battery Racks]] can hold a decent charge and keep things running even when Energy production has halted. Street lights make the colony a much nicer place to live even during long dark nights. Street lights require [[Energy]] to function. |- !Energy Production II |High-end production and entertainment buildings require large amounts of [[Energy]] to function, which makes creating bigger power plants necessary. A [[Large Solar Panel]] can also fold itself to protect its panels during catastrophes and a [[Large Wind Turbine]] towers over most other colony structures. |- !Industrial Mining |Picking through construction materials by hand will only take you so far. Heavy machinery like [[Extractors]] will greatly boost your production but require both constant maintenance and large amounts of [[Energy]] to extract Metal, Plastic and Concrete. |- !Automation |Giving menial tasks to computing devices frees up colonists for other duties. The [[Electronics Factory]] is a massive high-tech building able to create advanced [[Electronics]] for automation if it is supplied with [[Components]], [[Rare]] metals and [[Energy]]. |- !Mass Production |Computer-controlled mining equipment is the final step in mass-producing construction materials. [[Automated Extractors]] work without human supervision, unless they’ve broken down. Extractors require plenty of [[Energy]] to produce [[Metal]], [[Plastic]] and [[Concrete]] for the colony. |- !Rare Metals |[[Rare Metals]] must be separated from the ground with a specialized [[Magnetic Separator]]. It sifts through the material, filtering out the unwanted bits. The resulting Rare Metals are used in high-end production. Requires[[Energy]] to function. |} ===Colony=== {| class="wikitable" !Communal Living |Getting people out of tents and into better housing takes some planning. [[Tenements]] house several people within the same cramped-up space. [[Shanty]] gives more space per colonist, but is more costly to build. Both of these buildings are still much safer option to tents and emergency shelters and give a better protection against radiation. Start also decorating the colony with some flowers from the seeds you found from a nearby location. |- !Education |Educating future generations at [[Schools]] is more important than it has ever been. [[Educated]] children gain a permanent production bonus once they start working. Creativity and innovation start small. New improvised decorations help to make the colony a much nicer place to live in. |- !Remembrance |Remembering those who are gone is painful but it is the only way forward. A [[Memorial]] allows people to light a candle for those lost to the apocalypse and gain some [[Happiness]] in the process. |- !Comfortable Housing |Move your colonists from cramped and leaky quarters into proper houses. [[House]] and [[Two-story House]] offer the pinnacle of post-apocalyptic luxury and comfort, if you can afford to build them. Along comes a new set of decorative bushes and trees to spice up garden planning. |- !Aggression Release |For some, the way to relax is to get punched in the face or see someone else knocked silly. The [[Arena]] allows colonists to brawl and let off some steam while others enjoy the carnage from the stands. Maybe it's not civilized, but it sure is fun, and [[Happiness]] is assured for those who like this sort of things. Requires [[Energy]] to function. |- !Knowledge Preservation |Preservation of old world texts in a [[Library]] is smart for several reasons. That way, you can learn from the past or sometimes just let stories whisk you away from a harsh reality. There is something for everyone in this library, so every visitor will get a small boost of [[Happiness]] in their lives. Construction requires [[Fun Boxes]] that can be scavenged from the World Map. Requires [[Energy]] to function. |- !Couch Potato |Look, sometimes you just want to sit and enjoy a silly movie or a few relaxing rounds of Ice Lakes. The [[Movie Theater]] or a [[Game Arcade]] are both good ways to give a big boost of [[Happiness]] to every visitor. [[Entertainment Boxes]] are required to build both of these buildings and fill them with fun content. Requires [[Energy]] to function. |} ===Security=== {| class="wikitable" !General Storage |Valuable goods deserve a proper place to be stored. A [[General Storage]] is a converted and reinforced shipping container able to withstand the elements and thieves alike. Stores all resources that can be stored in a [[Food Storage]] or in a [[Warehouse]]. |- !Hazmat Engineering |Clearing heavily polluted soil without proper equipment is a death sentence. An [[Environmental Station]] provides both the means to clear [[Pollution Deposits]] and to dispose of the irradiated soil without jeopardizing worker health. Requires [[Energy]] to function. |- !Centralized Repairs |Keeping track of all repairs in a large colony is a hassle. A [[Maintenance Depot]] automatically fixes damaged buildings within its work radius provided it is staffed and supplied properly. |- !Reinforced Gate |Approaching a reinforced gate makes anyone respect a society living behind it a bit more. [[Survivor groups]] can be questioned in more detail before letting them join the colony. Sometimes, questioning can reveal important information about the group or something else. |- !Medical Center |There is no way to keep a large colony healthy with a simple [[Medic's Tent]]. A properly managed [[Field Hospital]] is both more spacious and effective in treating a wide variety of conditions. Requires [[Energy]] to function. |- !Medicine Production |Finding usable medicine in the wastelands is almost pure luck. With a [[Medical Lab]], the colony can produce the required pills and antibiotics itself, provided it is supplied with generous amounts of raw materials, scientists and [[Energy]]. |} ===Exploration=== {| class="wikitable" !Team Operations |Going solo in the wasteland will only get you so far. [[Mission Control]] combines the strengths of individuals into [[Specialist Teams]] that can handle missions a single operative never could. Unlocks the option to form [[Teams]]. |- !Bartering |Your colony is not the only one in the world. Other [[Societies]] are still out there and willing to exchange goods once you have built a [[Trading Center]] to coordinate these transactions. Trade center attracts bigger trade convoys at your gates who offer much bigger deals than wandering merchants. |- !Disaster Forecast |[[Catastrophes]] are bad. Catastrophes you did not know were coming are a lot worse. A [[Radar Station]] tuned to monitor the weather, airwaves and distant broadcasts can save numerous lives as an early warning system. Requires [[Energy]] to function. |} [[Category:{{gamename}}]]
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