Infection Free Zone

Infection Free Zone

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SkumFuk Oct 23, 2024 @ 2:48pm
Vaccines
i was under the impression we was immune. Now im having to scramble to get Vaccines. yet i cant find enough research material to do it. and too many fall ill before i can ? is this intended ?
Originally posted by Rider:
Speaking of illness/vaccine mechanics, there will be an option to play without it, but only on no story mode.
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Showing 1-15 of 47 comments
ed3nberg Oct 23, 2024 @ 3:42pm 
Yes, it´s the new update. They have added the "researcher faction". Your people are starting to get ill. Your expedition finds an abandoned research facility and from there you will get clues as to how you find the researchers.
Make sure that you always have first aid kits until you´ve researched the vaccine, that will help with the amount of infected.
I won´t give you anything else, play it and find out :)
Ok, 2 tips...
Get a BIG research facility!
Get a hospital....
artarmon42 Oct 23, 2024 @ 3:53pm 
Not a fan of the new vaccine mechanic. I used to enjoy the late game building out my settlement. Now I spend most of my time researching vaccines and treating my people. If you miss it, people start getting sick and then your food production breaks down (greenhouse/barn/cookhouse loose workers, produce less, risking starvation for everyone).

I had to build a 200 man research center, but even when fully staffed it still takes 2 days to research the vaccine (and then 1-3 days to vaccinate the settlement depending on how late you catch it).

You basically have to keep 200 people "free" to get them all researching once a year. And then this sit around producing doing nothing important for the rest of the year.

Loved the game for fighting zombies and a city builder. Not looking for a micro-management game.
James009 Oct 23, 2024 @ 7:58pm 
I think I agree. Vaccines production needs to be buffed and infected people needs to be nerfed. I think something like 20% of my people are sick and I'm struggling to manage it.
SkumFuk Oct 24, 2024 @ 8:35am 
lovely. thanks for the quick response
ed3nberg Oct 24, 2024 @ 2:54pm 
I have a research facility that takes 66 people. My hospital takes 30 staff. I have a 20% worker-buff and I´m doing fine. Yes, the first year was a bit rough but that was because it was the first time I encountered this story-arch. Year 2 and onwards I´m doing fine.
Wsufyrjd Oct 25, 2024 @ 6:54am 
Originally posted by artarmon42:
Not a fan of the new vaccine mechanic. I used to enjoy the late game building out my settlement. Now I spend most of my time researching vaccines and treating my people. If you miss it, people start getting sick and then your food production breaks down (greenhouse/barn/cookhouse loose workers, produce less, risking starvation for everyone).

I had to build a 200 man research center, but even when fully staffed it still takes 2 days to research the vaccine (and then 1-3 days to vaccinate the settlement depending on how late you catch it).

You basically have to keep 200 people "free" to get them all researching once a year. And then this sit around producing doing nothing important for the rest of the year.

Loved the game for fighting zombies and a city builder. Not looking for a micro-management game.





I don't understand what the problem is?
If you like that your subordinates live in stables without a developed infrastructure, then let them get sick.

I am developing the settlement evenly with the development in the game. The research center is ALWAYS open! even if it's not necessary. because it generates science points.

I was very lucky that I had him, and he accumulated enough knowledge points for me so that I could study the Hospital and the Vaccine)))

Good luck now to those who have NOT been involved in infrastructure for a long time. Now people are not only infected, but also just sick.
artarmon42 Oct 25, 2024 @ 3:03pm 
Originally posted by Wsufyrjd:
I don't understand what the problem is?
If you like that your subordinates live in stables without a developed infrastructure, then let them get sick.

I am developing the settlement evenly with the development in the game. The research center is ALWAYS open! even if it's not necessary. because it generates science points.

I was very lucky that I had him, and he accumulated enough knowledge points for me so that I could study the Hospital and the Vaccine)))

Good luck now to those who have NOT been involved in infrastructure for a long time. Now people are not only infected, but also just sick.

My settlement has 360 people. I have plenty of infrastructure, I've built every item that can be built. I have researched everything else and have over 200 spare research points.

My point is that when it's "that time of year" to research vaccine, I have to move 200 people, who are normally employed doing something else (e.g. manufacturing armor, sniper weapons, cans, towers, deconstructing buildings, making buildings, etc) to the research center. If i move less people it takes too long to research/vaccinate (and then people get sick). To me that's a lot of micro-management (because at night I have to move some people back to towers, and then reverse it in the morning). And every day, I have to also click on every single building, see which ones need more workers because the previous worker got sick.

The start/majority of the game is a city builder, and then late game it turns into a hospital sim. I guess that's fine if people don't mind switching game genres in the late game.

With the QoL improvements to area scavenging, this sort of micro-management just seems to be going in the reverse direction. To be clear I'm not against the vaccine concept/mechanic. Just the amount of people needed to research the vaccine quickly, amount of time it takes to research/vaccinate, and consequences of missing the deadline makes it less fun (unless you love hospital sims).
ChargerRex Oct 25, 2024 @ 5:01pm 
Had a save with 600+ survivors and came back to the new update with losing 200+ in 3 days while trying to research the vaccine, ngl don't care for the vaccine system and wish I could turn it off cause it sucks at the moment.
Wsufyrjd Oct 26, 2024 @ 6:03am 
Originally posted by ChargerRex:
Had a save with 600+ survivors and came back to the new update with losing 200+ in 3 days while trying to research the vaccine, ngl don't care for the vaccine system and wish I could turn it off cause it sucks at the moment.


She will always suck for you because you need to treat people now))) And it's terrible when you need to take care of your residents instead of exploiting them...
Wsufyrjd Oct 26, 2024 @ 6:12am 
Originally posted by artarmon42:
Originally posted by Wsufyrjd:
I don't understand what the problem is?
If you like that your subordinates live in stables without a developed infrastructure, then let them get sick.

I am developing the settlement evenly with the development in the game. The research center is ALWAYS open! even if it's not necessary. because it generates science points.

I was very lucky that I had him, and he accumulated enough knowledge points for me so that I could study the Hospital and the Vaccine)))

Good luck now to those who have NOT been involved in infrastructure for a long time. Now people are not only infected, but also just sick.

My settlement has 360 people. I have plenty of infrastructure, I've built every item that can be built. I have researched everything else and have over 200 spare research points.

My point is that when it's "that time of year" to research vaccine, I have to move 200 people, who are normally employed doing something else (e.g. manufacturing armor, sniper weapons, cans, towers, deconstructing buildings, making buildings, etc) to the research center. If i move less people it takes too long to research/vaccinate (and then people get sick). To me that's a lot of micro-management (because at night I have to move some people back to towers, and then reverse it in the morning). And every day, I have to also click on every single building, see which ones need more workers because the previous worker got sick.

The start/majority of the game is a city builder, and then late game it turns into a hospital sim. I guess that's fine if people don't mind switching game genres in the late game.

With the QoL improvements to area scavenging, this sort of micro-management just seems to be going in the reverse direction. To be clear I'm not against the vaccine concept/mechanic. Just the amount of people needed to research the vaccine quickly, amount of time it takes to research/vaccinate, and consequences of missing the deadline makes it less fun (unless you love hospital sims).



"I have to transfer Workers to the Research Center."
Why is your Research Center idle at all?

There are 600 people in my store.
and the Research Center always works by producing science glasses, and 100 people work there. So I immediately started studying the "Vaccine" section first of all when I entered the game.


By the time the population began to get sick en masse, I already had 2 studies.
Moribax Oct 27, 2024 @ 1:50pm 
I'll give my humble opinion, since we're talking about that: I don't really dislike the illness/vaccine mechanics, however it needs better implementation.
Honesly, checking for how much long it's still effective effective is a pain when you have a lot of other things to take care of, especially when that info is "hidden" in a tooltip in the worker's manager.

That said, there are actually 2 ways to remove the hassle: either put a "vaccine effectiveness countdown" in the main HUD, that way you just have to glance to see how many days it's active for, or better yet an option to auto-research the vaccine when it has n days of effectiveness remaining (that way you can tailor it for your research capabilities).

Another thing that would make the entire experience less stressful would be unemployed people to take the place of people who get sick automatically, instead of having to manually refill every job every day at 6 pm.

Lastly, and this is just my opinion, having to research a new vaccine every 12 days (actually less, since it takes a considerable amount of time) is a bit too much when days are that short, and when coupled with the cost of it it pretty much makes so that taking your time with developing your base at a slowish pace isn't an option anymore, because once you reach around 60 people all hell's breaks loose and you need to research both healthcare and vaccines, have a lot of people in research, a lot of people in hospitals making vaccines, all while you're losing people to the infection.
And unless you pick a decent sized city you need a lot of area for your base, and that means even more people to guard the buildings. For example, I like to play in my hometown, a little town of 15000 people in Italy. There are just no buildings that can be converted to a 40-50 people research center, the max you can get in the map is 6, that means at least 7 buildings for research only.
So, a good solution to that would be to either increase the duration of the vaccine (3 years in my opinion would be perfect), or decrease both the resource cost and the time cost of the vaccine research, after all you're not creating a completely new vaccine every time, you're just updating it. Maybe keep the full cost the first time you do it, and then add a new research to update it for 1/4 of the cost.


These are my feelings on the vaccine.
artarmon42 Oct 27, 2024 @ 3:16pm 
Originally posted by Moribax:
I'll give my humble opinion, since we're talking about that: I don't really dislike the illness/vaccine mechanics, however it needs better implementation.
Honesly, checking for how much long it's still effective effective is a pain when you have a lot of other things to take care of, especially when that info is "hidden" in a tooltip in the worker's manager.

That said, there are actually 2 ways to remove the hassle: either put a "vaccine effectiveness countdown" in the main HUD, that way you just have to glance to see how many days it's active for, or better yet an option to auto-research the vaccine when it has n days of effectiveness remaining (that way you can tailor it for your research capabilities).

Another thing that would make the entire experience less stressful would be unemployed people to take the place of people who get sick automatically, instead of having to manually refill every job every day at 6 pm.

Lastly, and this is just my opinion, having to research a new vaccine every 12 days (actually less, since it takes a considerable amount of time) is a bit too much when days are that short, and when coupled with the cost of it it pretty much makes so that taking your time with developing your base at a slowish pace isn't an option anymore, because once you reach around 60 people all hell's breaks loose and you need to research both healthcare and vaccines, have a lot of people in research, a lot of people in hospitals making vaccines, all while you're losing people to the infection.
And unless you pick a decent sized city you need a lot of area for your base, and that means even more people to guard the buildings. For example, I like to play in my hometown, a little town of 15000 people in Italy. There are just no buildings that can be converted to a 40-50 people research center, the max you can get in the map is 6, that means at least 7 buildings for research only.
So, a good solution to that would be to either increase the duration of the vaccine (3 years in my opinion would be perfect), or decrease both the resource cost and the time cost of the vaccine research, after all you're not creating a completely new vaccine every time, you're just updating it. Maybe keep the full cost the first time you do it, and then add a new research to update it for 1/4 of the cost.


These are my feelings on the vaccine.

I totally agree, the options you listed would make the vaccination mechanic less of an burden, so that I can get back to enjoying building out and optimizing my settlement.

I'd rather the "late game" focus be building out defenses to survive more/stronger zombies. To me, this game is an innovative city builder. I don't want it to switch to a hospital sim when the vaccine quest line comes up.
tiokpo84 Oct 27, 2024 @ 4:26pm 
Regarding this quest, I got the suitcase, but whenever I send a patrol to the lab (quest objective), they carry nothing, and there's no further progress
Pez Nov 1, 2024 @ 8:44am 
Originally posted by tiokpo84:
Regarding this quest, I got the suitcase, but whenever I send a patrol to the lab (quest objective), they carry nothing, and there's no further progress
Same
karendepoes Nov 1, 2024 @ 2:46pm 
did you use the exchange button to put the suitcase in the suads inventory?
If you did, send a bug report plz
Last edited by karendepoes; Nov 1, 2024 @ 2:47pm
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Date Posted: Oct 23, 2024 @ 2:48pm
Posts: 47