base-management-in-the-alters-your-complete-guide Adventure/Open World

Mastering Base Management in The Alters: Your Complete Guide

It is important to manage your mobile base properly in The Alters as you will roam through hostile environments. During the campaign, this gigantic building will be your main base. While you will have to face constant external dangers, internal organisation is just as important. Learning about base management will improve your enjoyment of the game.

Understanding Base Construction and Module Systems

When you first access your mobile base, it comes with various modules already installed on it. However, as you progress through the campaign, the area where you start expanding becomes essential in customizing your hub. All base modifications can be done through a terminal in the Command Center.

The construction system works through two main functions The build option lets you add new modules and rooms to your base. The expand feature increases the size of the base to put more modules down. The production of the various goods makes use of earthly resources including metals, minerals, organics and uncommons derived from anomalies. Some resources are gathered manually but some are mined and scanned deep from the deposits.

Through the Base Overview screen, players can review their base layout at any time, giving them a full overview of the current layout.

Module Placement and Connectivity Requirements

The Command Center’s base building interface gives you total control over the arrangement and repositioning of modules. The construction cost of a room can be refunded if unnecessary. Yet, these must all be connected properly – with all rooms showing green, they must also have pathways connecting them to everything else in the base.

Not every room becomes available immediately. Most modules must have one or more research tasks done in the Lab before they can be built and used.

Essential Modules for Base Operations

The Alters’ base management requires the use of several modules. You will require the Airlock/Cabin/Communications Room/Command Centre/Elevators related Core Facilities throughout your entire game. So, make sure to unveil them in every segment of the game.

Additional specialized modules each serve unique purposes.

Using the Research Lab will allow you to unlock a technology and research it once you have a Scientist available. You can create tools and consumables at a Workshop. You can create as many Workshop modules as you like in your hub.

Jan’s alternatives are studied by quantum computer and womb to create new clones. The machinery needs to operate the Radiation Filters at night and during Magnetic Storms to avoid radiation sickness of Jan and his substitutes.

Infirmary helps injured and people with radiation sickness recover quickly and if a Doctor is available, these healing rates improves further. The Greenhouse and the Kitchen are in charge of food production and food preparation respectively. Whereas the Greenhouse produces crops, the Kitchen processes both organics and grown products into meals. It is important to ensure sufficient food supply as a character consumes a meal daily.

Sleeping accommodation for alternative clones and improvement of base conditions. Social Rooms and Gyms among Recreation Facilities offer options to unwind and recharge, thus raising motivation levels.

The Contemplation Room is a space for participants who are disillusioned or uninspired. Shrinks can provide counselling and Guards will instil discipline. Storage modules affect your resource capacity. The number and size of Storage rooms impact how many resources your base can hold. Usually, four or five Storage units are enough early on, however, without enough storage, the surplus will be wasted.

When researched, recycler modules create +5 organics daily, based on your base population.

Optimal Base Layout Strategies

After playing a long time, you should readjust your base for maximum effectiveness. Placing modules in the right spots helps with ease-of-use.

Your Airlock is your central hub, as this is the place you spawn when travelling fast to your base. Set up a single elevator shaft (in the Airlock) that goes from top to bottom of the entire base. This will be more efficient than the default setup that forces multiple trips along different shafts.

Put the Command Center and Workshop close to the airlock for convenience. Also, install the Research Lab, Communication Room, and more near the main elevator shaft. For alternate creation, position the Quantum Computer and The Womb next to each other as both are complementary.

Put social spaces together, like the Kitchen, Dormitory, recreation spaces, and other alternatives as the social spaces often have congregating which may trigger new dialogues. Make sure that the Machinery has enough functioning Radiation Filters. It would also be wise to keep more filters on hand, just in case you require them in a pinch.

You can place the storage modules near the bottom of your hub since they won’t be used often.

To use the Production menu, players can add output items that can be crafted to production queues. Players can use the Assignments menu to assign alternatives in order to meet tasks without having to visit each production room. Yet we require to be present in the respective manual crafting rooms.

Navigation System and Mass Management

Relocating your base in Campaign progression is essential before you get burnt to a crisp by the sun. The Base Navigation System, via the panel that sits right of the Command Centre, provides all necessary movement info.

Additional structures or modules will increase the total mass of your base. To proceed to the next chapter of the game by moving to a new region, two conditions must be met. Firstly, all the main objectives in the current chapter must be completed. Secondly, the organics resources must be equal to the base’s total mass. For example, you need 300 organics in storage to make your 300 weight bases.

This makes it easier to grow your base with some useful modules early on than it will be later on, due to mass and organics. Think squabble with regard to how further units affect performance and requirement for base relocation.

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