![]() At one point I lasered through the wolves and the deer I “introduced”. Yes: to recycle my final recycling silos, I would have to build several massive excavators to laser channels through the earth and poison it. What to do? Use a building which I’d forgotten about and whose purpose I didn’t understand at first - the excavator, which can create a new riverbed but poisons the land around it. Unfortunately, I’d had to place many of my recycling silos out of range of any waterway – and therefore any loading dock. I only discovered this by searching online - a UI oddity or bug meant I didn’t realise loading docks could do this. Why do they get to recycle themselves? Good question. So who recycles the recycling silos? The loading docks, which recycle themselves after they’re used. We’re a high tech civilisation that can airdrop buildings but we still need boats to recycle.Īll of this was a mindless task until I belatedly discovered the recycling silos I’d been building everywhere would also need to be recycled – not very eco-conscious of me, sorry. The second way is by using a recycling drone-boat to collect buildings vacuumed up by loading docks along waterways it’s the best way to recycle buildings near water. The first is by constructing recycling silos that essentially vacuum up all nearby buildings into them. In the first level, you can recycle buildings in two ways. But the process of tidying up your buildings makes little sense, and worse, it’s super boring. It’s a clever trick that leaves a finished biome completely free of any footprint or technology, which feels great when you’re done. Levels don’t end until you’ve recycled all your buildings. The horror of recycling is about to begin Any hurdle can be overcome or ignored if the rest of the game is fun enough – but if it isn’t, well… Games don’t always need to make sense or reflect reality, but if they don’t make sense according to the player’s understanding of the fictional world, which in Terra Nil’s case is meant to be pretty close to our own, they introduce a hurdle for players learning the rules. ![]() Putting aside the fact that it’s weird to sonar scan for animals, wouldn’t it make more sense if I was, I don’t know, airdropping or releasing these animals, rather than looking for them? I’m not trying to be pedantic here, I struggled with this bit of the game until I realised exactly what was going on. How does this make any sense?!? My sonar scans clearly weren’t detecting existing deer and wolves they were bringing them into existence. So then I go to scan the same bit of forest again (the old scan now helpfully and suspiciously reading as “outdated” unlike other results) and yes, the wolves appear. I did another sonar scan in the grassland, which detected deer. Sure enough, the forest was there, but not any nearby prey in the adjacent grassland. I thought I’d satisfied those conditions, so I did a sonar scan in one of my forests. To fully restore a biome, it’s not enough to introduce a healthy mix of plants, you also need to add at least three species of animals, all of which have their own special conditions for example, timber wolves need forests and nearby prey. It’s toward the end of a level where things get confusing. Other concepts also fall into the “weird but fine” category, like the solar amplifier that sets land on fire to generate nutritious ash one would have thought that a flamethrower would’ve worked, but the building does look pretty. After that, irrigators enable plants to grow on clean land, but they can only spray water in two directions, so you need to rotate and fit them together efficiently, because all of these buildings consume some of your limited resources. I would have guessed that in the real world this is an incredibly intensive activity involving lots of trucks and treatment plants, but a “toxin scrubber” building works well enough here. It’s a little odd that you can only build them on rocks given that the platonic image of a windmill sits in the countryside, but that’s a small problem. That makes sense! We’ve all heard of windmills and we know they’re green. ![]() These generate power for nearby buildings. ![]() Your first building in the first biome is a windmill. ![]()
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