Full notes
Full Z-Collapse update
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What changed
- Gameplay
- Maps
Z-Collapse changes
Here is a new update from the game. Today I'd like to share a new side of the gameplay: armed forces and combats. To survive a zombie invasion, you will have to fight. How surprising! But how? Moreover, zombies won't be your only opponents here...
Those poor refugees have been trapped by a horde. A lot of them will be eaten here...
In Z-Collapse, you will be able to deploy armies on the map from the garrisons contained in location that you own. You will then be able to move them on the map and regroup or split them. Those armies are a mix of several unit types, with each one its strengths and weaknesses. Here are all units that you will find in the game:
Civilians: They only come from refugees’ groups, and all attacked cities and refugees’ camps. Those terrified crowds won't inflict a lot of damages, but they will be decimated if exposed. Avoid them being caught in a fight at all costs!
Militiamen: Composed of police forces and para-military groups hastily armed. They are quick to recruit and cheap. But their skills in battles are very limited.
Infantry: The spine of your armies. They are balanced but a bit longer to recruit than militiamen.
Tanks: Very efficient to fight enemies’ heavy units. They however need rare resources for them being built (High tech), and oil for moving.
Helicopters: Very powerful and hardly destructible, they also require High Tech for them being produced, and oil for moving.
On the zombies' side, strange mutations are leading to multiple kinds of enemies on your way:
Walkers: Basic zombies for sure. Slow and noisy. They are the hordes growling heart. They are also easy targets. But they may be in very high numbers. In this case it is no more the same story...
Runners: Those zombies are running very fast, inspiring a deep horror inside everything that lives on the ground!
Abominations: Huge monsters very resistant. They will provoke a lot of damages. Only tanks and helicopters may stop them.
Spitters: Strange zombies that are able to spit some kind of acid. How is it even possible? Anyway, your helicopters are in danger because of them.
As it's not enough, your government will also be facing bandits, coming from the panic inside your population. They will build some camps and start to raid your bases. With them, you will meet the following units:
Armed militiamen: The largest part of bandits’ parties. Dangerous in high number.
Pick-ups: Basic vehicles but upgraded to protect their crews. They will cause a lot of damages on infantry. To destroy them, you better use tanks.
Missile launchers: heavy weapons very powerful against tanks!
Sharpshooter: Balanced units able to inflict a lot of casualties, without receiving many in exchange.
On a very classical way, battles are triggered whenever an army is met by another. The battles are solved automatically with a turn calculated each day. The only thing a player can do is to bring other armies to the battle, in order to be reinforced.
This coal mine should fall into our hands soon!
As you can see, a battle is also linked with a chaos value. It's the amount of chaos point that you will get in case of defeat. As a reminder, the chaos represents the loss of control from the central state. It is mainly raised by military defeats. When this value reach 100, the country collapses, and the player (or AI) loses the game. This chaos value in the battle depends on your number of troops engaged in the battle, compared with your total forces. But also, from the eventually attacked location (especially for cities, and your capital city, the chaos penalty will be salty!)
Source
Changelog.gg summarizes and formats this update. How we read updates.
