Dynamite is the eventual answer to the colony's terrain problem, but the solution depends on a long chain of earlier work. The explosives factory needs gears, steel, water, and timber, which in turn require a smelter, component production, and enough power. Those facilities cannot be built until the necessary research has been generated and unlocked. The game turns one desired tool into a visible industrial chain with several lead times and failure points. The same systems problem appears when a military asks for a new weapon without first creating its supporting knowledge and production base.
Notable Point · 1:59:45-2:00:31
The industrial chain hidden behind a dynamite solution
A seemingly direct plan to use dynamite reveals dependencies on research, power, timber, water, gears, steel, and the factories that join them.