Originally posted by dominicm:It can be a difficult game to get used to. Hope this is helpful and not too painful to read! Kinda love this game so I've played it a lot □ Note that hunters sleep after a hunt, but can get in about 3 productive hours of work in a day before going on the next hunt if you switch their workplaces once they're done hunting and then at 17:00. Switch workers from unused buildings such as medical posts, cookhouses, and (rarely) workshops. the "fight pit" law branch is usually untouched by the end of game for me, that branch leads to a lot of potential negative events.Ĩ. I prefer going the "order" path for it's efficiency bonuses.ħ. The "Rations for the ill" law is a life saver □Ħ. Snow pit -> Organ transplants -> Less time being sick.ĥ. Child labor is kinda mean, your people also believe this, give them shelters and you can make them "apprentices" in workshops or medical facilities instead □Ĥ. Only unemployed people will construct, or constructions will be done during "free" and "sleep" time.ģ. Do everything you can as soon as you can.Ģ. That way you can adapt and make liberal use of the pause function to strategize depending on what you're about to face.ġ. Build a workshop, research "Hunting tactics".ĭo all these things as soon as resources allow and you should be set up for a good start. Build a cookhouse in the next circle around the generator, the last space in the first ring will be for medical posts if you need them.Ĩ. They can also be improved with research.ħ. Gathering posts are insulated, more effective and require less workers. Un-staff the scavenge sites completely and staff up your gathering posts as they cover that specific area.Ħ.2. Just cover the wood crates, steel wreckage and one of the coal piles so around 3 gathering posts.Ħ.1. Build gathering posts to cover the scavenge sites. You only need to turn the generator on when night comes on day 1Ħ. Un-pause and build the remaining tents until you get to 8.ĥ.1. Build as many tents as you can around the generator, I think you only need 8 for the first settlers.ĥ. When you do get "extended shifts" apply it to every workplace you can (you can do this for the entire mission on medium difficulty with few problems).Ĥ. You choose this law to get the "extended shifts" law as soon as possible. Never use emergency shift*, it kills people. Set all your workers and engineers on the wood crates, steel wreckage (plural), and the last of the available work force on the coal piles.ģ.1. Pause! (if you're playing without the survivor mode)Ģ. Here's my start up strategy on almost every map:ġ. I had many re-starts and failures, eventually getting impatient to the point of re-starting the whole mission as soon as I saw something was clearly not working or I regretted a decision I made in the early game. It can be a difficult game to get used to. Seems you have to be already very experienced in the game to master this. I ignored those laws and faith in my first games which made it a lot harder.Īnd then yes fast research seems important and good managing of the heat energy.īut yup I still haven't figured out how you can survive the default endless survival with the default settings. so building good and enough healthcare seems essential. One thing I discovered that you can not avoid sickness in a blizard in complete also when you have all in perfect hot temperatures. (had liked to set the temperatur degrading to slower instead but no such option)Īnyway.with this reduced setting endless survival was well duable for me. Without them the temperature drop still happened too fast.so I set the economie to simpler. i mean really your steel is weak for days.? So I disabled the random negative events. Then I played survival and learned that I know nothing. Played a chill endless game after which I figured gives you time to figure things out. Well the mainstory took me 3 attempts till I passed on the deafult settings but i couldn't really figure out the essence of the game.
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