![]() They may offer Research, Electronics, Parts, Tools, Clothing, Fuel, Fun Boxes, and sometimes rare seeds or bug eggs. Merchants offer a variety of goods to the player, some of which are not currently obtainable anywhere else. Choose carefully what you're ready to part with in order to secure those much-needed resources. As there's no currency anymore, everything is bartered. Merchants arrive on their colorful vans full of resources and items to trade. Some of these events require you to trust someone you have never met in hopes that they are not lying, others may impose a question and the response from the player will determine your outcome. Similar to Colony events, Gate events offer the player to take a risk for a reward. Player must then choose how to deal with each situation according to what they feel is right or most profitable for the Colony. Once the Gate is built, every once in a while someone or some people approach it in hopes of help, offering business opportunities or something more sinister in mind. Each event has different outcomes based on your decision, some are more favorable than others, and sometimes if you supply your colonists you may still be met with a negative outcome, but that's just how the apocalypse goes. It is up to you to decide if you are willing to give up some resources for your colonists safety, have them endure without, or deny them the opportunity. As the leader, it's your job to defuse these situations as you see fit.Ĭolony events are based on a risk for reward scenario, often times colonists will ask for resources to assist them in completing events. ![]() At other times the rising tension of day-to-day survival causes people to snap and a fight ensues. You can allow them to do so, but keep in mind the potential of them getting hurt in the process. From time to time your colonists come ask for your permission to check out something, usually outside the Colony. ![]()
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