Space Games > Strategy Games > Via Sol 2
Via Sol 2
Click to Play
Controls
Scroll map: Arrow keys or WASD
Build menu: B
Road: R
Toggle power: E
Information: I
Pause: P
Scroll map: Arrow keys or WASD
Build menu: B
Road: R
Toggle power: E
Information: I
Pause: P
Instructions
Goal
The goal is to reach 100% on the happiness/docility meter. If the happiness meter reaches 0%, you are out of office. If you win or lose and want toe keep playing for some reason, you can.
Resources
Ore: Represents all building materials, and is used to build everything. Most buildings need ore to function, such as power plants and farms.
Food: The more people you have, the more food they eat. Extra food is stored. Running out of food makes people unhappy, and dead.
Power: All buildings need power to function. There's nothing stopping you from continuing to build when there's not enough power, but rolling brownouts will lower the happiness meter exponentially over time.
Housing: Not having enough housing is not much of a problem until you let it linger. Like all problems, it grow exponentially over time.
Happiness Meter
The happiness mater represents how happy and/or docile your people are.
The maximum level of the happiness meter is set by your population; you need about 100,000 people to be able to win.
Problems will lower the happiness meter, and some problems, such as famine and power outages, will also kill people, lowering your population.
You can increase the happiness meter with distractions such as television and junk, which can give you more time before a problem gets out of hand.
The Happiness meter will slowly rise by default as long as there are no problems, as people accept anything over time.
Events
Events are completely random, and occur about four times per year. Some are bad, some good, some don't do anything, ans some give you choices to determine the outcome.
A few events, such as running out of coal and your population growth evening out, are not random and cannot be stopped without cheating.
Government Type
Government types are not meant to be equal. Some are good for new players, some are good for those who have a hard time keeping their population docile, and some are good for a challenging game. Of course, it all depends on your play style.
Note: The effects of extra or diminished resources caused by government type are not visible on individual building stats, but only on the final resource amount listed at the top of the screen. Tips
Although most buildings can be powered down, it is perfectly possible to back yourself into a corner at the beginning of the game by building towns and a college before you have quarries and mines, thereby leaving you with no ore, and no way to get more ore.
When choosing a response to an event, remember that from your perspective as unquestionable;e leader, doing the "right thing" for your people does not mean it will have the best result in terms of profit or statistics.
There's no such things as a wasted building, just because a better version exists when you have more technology. You can always demolish those ext5ra quarries after they've paid for themselves, for example.
Goal
The goal is to reach 100% on the happiness/docility meter. If the happiness meter reaches 0%, you are out of office. If you win or lose and want toe keep playing for some reason, you can.
Resources
Ore: Represents all building materials, and is used to build everything. Most buildings need ore to function, such as power plants and farms.
Food: The more people you have, the more food they eat. Extra food is stored. Running out of food makes people unhappy, and dead.
Power: All buildings need power to function. There's nothing stopping you from continuing to build when there's not enough power, but rolling brownouts will lower the happiness meter exponentially over time.
Housing: Not having enough housing is not much of a problem until you let it linger. Like all problems, it grow exponentially over time.
Happiness Meter
The happiness mater represents how happy and/or docile your people are.
The maximum level of the happiness meter is set by your population; you need about 100,000 people to be able to win.
Problems will lower the happiness meter, and some problems, such as famine and power outages, will also kill people, lowering your population.
You can increase the happiness meter with distractions such as television and junk, which can give you more time before a problem gets out of hand.
The Happiness meter will slowly rise by default as long as there are no problems, as people accept anything over time.
Events
Events are completely random, and occur about four times per year. Some are bad, some good, some don't do anything, ans some give you choices to determine the outcome.
A few events, such as running out of coal and your population growth evening out, are not random and cannot be stopped without cheating.
Government Type
Government types are not meant to be equal. Some are good for new players, some are good for those who have a hard time keeping their population docile, and some are good for a challenging game. Of course, it all depends on your play style.
Note: The effects of extra or diminished resources caused by government type are not visible on individual building stats, but only on the final resource amount listed at the top of the screen. Tips
Although most buildings can be powered down, it is perfectly possible to back yourself into a corner at the beginning of the game by building towns and a college before you have quarries and mines, thereby leaving you with no ore, and no way to get more ore.
When choosing a response to an event, remember that from your perspective as unquestionable;e leader, doing the "right thing" for your people does not mean it will have the best result in terms of profit or statistics.
There's no such things as a wasted building, just because a better version exists when you have more technology. You can always demolish those ext5ra quarries after they've paid for themselves, for example.

