


Stage 2 overlaps on the work done in stage 1, with a greater emphasis on military technology and building a solar network. It should not be built until solar energy can be harnessed. Radar at this early stage of the game is very costly in terms of energy and pollution. The gun turrets will give an alert to when they are firing, indicating repairs or ammunition may be needed. Eliminating the expansion party, is far more preferable than having to destroy newly built nests.Ī comprehensive pillbox network surrounding your base also acts as a warning system of enemy expansion attacks, and reduces the need for any radar at this stage of the game. A region containing several pillboxes may prevent an enemy expansion into that section. However go further out, and set up defences at your next resource patches, and key defensive areas the enemy may try and expand into.Įnemy expansion can be manipulated, as biters do not like to venture into areas containing structures. Set up perimeter defences using pillboxes to defend your base at strategic points. These problems are solved if decisive action is taken early in the game by capturing ground. If the enemy sets up more bases, then more nests may need to be cleared, which increases biter evolution. Enemies can expand into your pollution cloud which would then trigger attacks against you. Eventually you will have to find new resource patches, and there will be a greater number of biter bases in your way. This creates a problem for a number of reasons. The enemy will periodically expand into new territory. Turn off parts of the factory if the pollution cloud gets too large.ĭeathworld starts slower than other game settings, as pollution control is the main objective. Keep a spagheti set up small, limit the removal of trees, and switch to electric miners and assembler 2 as fast as possible as they produce less pollution. Trees can absorb higher levels of pollution, and whilst, this doesn’t stop the evolutionary effect on the biters, it will limit the pollution cloud and help prevent it reaching enemy nests. Try and build smelters, within or close to wooded areas. Keep the factory small at this stage, there is no need for malls (mass production of items) or buses (organised lanes). Enemy nests should therefore only be destroyed as a last resort. It is worthwhile to remember a small amount of evolution happens over time, total pollution output has a bigger effect, however the destruction of biter nests has a significant effect on evolution.

Preventing the pollution cloud reaching biter nests is a top priority within Deathworld. The more the cloud reaches enemy bases, the greater the amount of waves, and higher levels of defences are required. Provided the pollution cloud can be limited, and kept from reaching biter bases, enemy attacks can be managed without building a significant amount of defences. The environment absorbs less of the pollution cloud on Deathworld settings, so decreasing pollution output reduces the risk the cloud reaches biter nests (which causes wave attacks). An effort to limit pollution output will, over time, result in less powerful enemies, which is especially beneficial during the starting phase of the game. The more pollution that is created, the faster biters evolve. The most important thing in Deathworld, particularly in the early stage of the game is pollution control. The careful selection of the map can make a significant difference in the level of difficulty.
MAIN BUS FACTORIO PATCH
An oil patch not too far away is also extremely important.
