Learn how to strategically expand your colony in Deadlock Part 2. Optimize housing, resource management, and building placement for rapid growth and efficient development.
This section of the guide focuses on expanding your colony in Deadlock, covering housing upgrades, colonizer unit deployment, and strategic building placement to maximize efficiency and population growth.
Walkthrough
- 1Early Game Housing: Initially, basic housings may suffice, but plan to upgrade them as soon as possible to accommodate 3000 colonists. This maximizes population without morale loss, boosting productivity and expansion.
- 2Colonizer Deployment: Produce colonizer units and deploy them quickly to new terrains. Prioritize prairies for expansion, forests for Wood, and mountains for Iron. Analyze surrounding terrains to determine the best first targets based on your strategy and race.
- 3Advanced Housing: On your main colony, add and upgrade housing to hold 4500+ colonists. While this may cause an initial morale penalty due to overpopulation, it can be mitigated by focusing on culture production and increased tax revenue.
- 4Rapid Development: Well-developed colonies can rapidly produce colonists, significantly speeding up the development of new colonies. Sending even 10 colonists to multiple locations in one turn can be recovered quickly, providing substantial workforce boosts to receiving colonies.
Building Placement:
- Grid Limitations: The 6x6 grid can become cramped, especially early on when buildings occupy 2x2 squares. Careful planning is crucial to fit essential structures.
- Resource Squares: Utilize bonus resource squares effectively. Buildings should ideally cover these squares while leaving ample space for other large structures.
- Early Objectives: Focus on using bonus resource squares and maintaining space for 2x2 buildings. Avoid unnecessary housing upgrades unless playing a race that benefits from larger populations.
- Resource Scanning: Change the view to scan for specific resource types. Identifying the best 4 squares to cover, including a bonus square, can provide crucial extra units per turn.
Available Buildings:
- City Center: (Size: 4 sq.) Produces Colonizer units, scouts, and Command Corps. Can house idle colonists for culture or trade. Essential for colony survival and a potential scenario objective. Requires 500 cr., 600 labor, 250 Iron, 50 Energy.
- Housing:
- Basic Housing: (Size: 1 sq.) Holds 50 colonists. Requires 50 cr., 10 labor, 10 Wood.
- Apartment Complex: (Size: 1 sq.) Holds 1000 colonists. Upgrade from Basic Housing. Requires 250 cr., 500 labor, 5 Energy (25/turn), 50 Iron, 5 Electronics, Tech: Cloning.
- Luxury Housing: (Size: 1 sq.) Holds 1500 colonists. Upgrade from Apartment Complex. Requires 200 cr., 250 labor, 100 Wood, 100 Iron, 50 Energy (10/turn), Tech: Food Replicator.
- Cloning Center: (Size: 1 sq.) Acts as a reproduction rate booster. Does not house colonists. Not recommended for most races due to morale penalties, except Cyth. Requires Tech: Cloning.
- SeaHab: Equivalent to Luxury Housing on Sea Platforms; no additional colonists can be housed.
- Farms:
- Farm: (Size: 4 sq.) Requires 50 cr., 75 labor.
- Hydroponic Farm: (Size: 4 sq.) Requires 100 cr., 150 labor, 50 Wood, 50 Iron, 5 Energy (2/turn), Tech: Synthetic Fertilizer.
- Food Replicator: (Size: 1 sq.) Requires 200 cr., 250 labor, 100 Wood, 100 Iron, 50 Energy (10/turn), Tech: Food Replicator.
- Kelp Farm: (Size: 1 sq.) (Details not fully provided in source text).
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