The weekly newsletter for Fed2 by ibgames

EARTHDATE: March 16, 2008

Official News page 2


FLOATING CITY BUILDS CLARIFIED

by Hazed

Last week's new build, the floating city, was greeted with some suspicion by players. It has such a long of requirements - 22 builds of various types are needed before you can build your first floating city - that players couldn't quite believe that the enormous benefits of the build were worth it.

In an attempt to persuade people that they should start building these amazing sea-borne conurbations I did my best to reassure them and to answer their questions. There were two concerns that came up over and over again, so in case anybody hasn't been soothed in person by my answers, here's what I told the questioners.

Q: Do the prerequisite builds have to be unallocated?
A: No, they don't. The atmospheric control and pollution control builds can do double-duty to clean up the by-product of power stations and to provide the foundation infrastructure for a floating city; the same goes for all the other necessary builds - they just need to exist.

Q: If the required weather control units get blown up by those damn weathermen, will the floating city stop working?
A: No. So long as you have the weather control units when you first build the floating city, it doesn't matter if they get destroyed later. Same goes for fusion plants. However, if you want to build a second floating city you will have to replace the missing weather control units, and then build the new one which is needed for the next floating city.

There, that should clear up some of your concerns!


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