Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Oh, I thought the scouts brought resources automatically lol
Thanks for the advice on other stuff too. I will try again.
I also dont use shifts, manually I can have them working for 16-18h (housing upgrade?) and it is better bonus wise to have all your doctors and nurses in one shift.
Also some genaral tips:
Nurses belong in the ward helping those you can help instead of holding the hands of those you can not. The bonuses for an easy operation are so much more worth it. This is an army no room for cuddling.
I also produce as little as possible in the early game to pay for more upgrades. Being prepared will win the war.
Keep morale over 90%! You can only do it if they belive you can.
Get the wounded into the hospital as soon as possible, during a battle all medics except 1-2 delivering to the wards should be in the trenches. You need to check the wounds as soon as possible and in the hospital they live longer.
Use as little people as possible! For instance the cheap upgarde splints will do as much as 2 of your nurses to prologe lives, forever, 24/7, for 3 drafts or something! If a mashine can do a job let the mashine do it.
And most important dont treat the wounded as humans they are human ressources. That means treatment only for those worth it (2,5 supplies per level). And nobody leaves the hospital above ground, its the trenches or the ditches! You cant afford to feed useless mouths. This is an army losing a total war not a charity!
I went with these;
X-Ray (25% success? Yes please.)
Morgue - Frees up beds for the dead.
Surgery Ward 2 - important for the next upgrade.
Electromagnet - Surgery time -25% (vital to cut through the queues.)
Chem Ward
Chemical drip - 25% difficulty for both chemical and surgery (Vital upgrade)
Sodium - 50% complications for chem patients.
Trauma Ward:
Lighting system - 10% success rate for ALL operations (vital)
Rehab activities = 10% speed for rehab.
ADS (mandatory really)
Unless staff VIP come through or you get enough to recruit, I'd leave them to last.
The main priority here is the Amneties (10% less rest)
High weights, Autoclave, Pistol - All reduce material needs but raise production speeds etc.
Ideally; Warm Stoves etc (-10% food required)
This is what I have about 3/4 through Chapter 1; 90% of soldiers are sold to HQ for permits.
Food can be kept level by buying it (they're 1 permit per 20 food, which is fantastic) or via scouting. Otherwise, your main production drag is surgery supplies.
Would I bother with other supplies in Chapter 1? No. Gas and Trauma are very minor issues in Chapter 1, so you can get away with buying enough to keep your supplies at 15.
You might up that in Chapter 2, but that's a while off isn't it.
For me, the key is always to reduce production costs, supply usage and so on. Healing is critical - you must beeline for things that make operations faster and safer, so that you you can churn the patients out for more permits basically, but also so you don't backlog and have them all dying on you.
I'm progressing on the scout upgrades, it's just slow going at the moment as I got to that part where the train got bombed, and as a consequence none of my order supplies ever turned up. Lol.
I managed to scout all the areas on the map and one of them gave a huge boost to morale and that saved the decreasing morale for me. I expanded scout team to +1 and added a dog. Other than that I just kept an eye on the scout missions and would assign a new one immediately once the current one is done.
I still kept to 12H shifts since I hate micro'ing for it except for the engineers. I needed medical supplies to be constantly produced or it would clog the surgical procedures and the surgeons would get stuck in the operating ward and collapse.
I was waiting for a free doctor but the game decided to be RUDE. I waited as long as I could but then when I requested a new doctor with points, it gave me the free doctor immediately.
I always tried to keep the unit strength to strong and I released like 5 soldiers from service when the morale was really low. Sometimes I had to switch to half rations especially when the train wasn't operating for like a day.
In terms of upgrades, I tried to focus on a few things instead of spreading out like I did initially. I upgraded the Thomas Splint thing as others suggested. Focused on overall passives like decreased usage of raw materials, increased production speed, decreased chances of complications, etc. Only focusing on the production of medical supplies and nothing else.
For skills I focused on general positives like getting tired less, increasing morale overtime, etc.
✦•······················•✦•······················•✦
If anyone has tips for chapter II, let me know lol
You can switch it to 24H and add in more people if there are any slots. One thing I noticed is that sometimes the shifts (like 8H and 12H) don't calculate correctly when you add/remove people. You need to switch to something else and click on it again. Otherwise, it might assign everyone to like a morning/evening shift instead of spreading them out.
How many do you guys save? I manage around 140 so around 60%.
Engineers traits are bugged I think. If they should use less resources they actually use more, prop there is a - missing somewhere in the formula.
But you are right about not fully filling the trenches. That would allow to funnel even more ressources into building. I might try that some time.
The goal towards end of chapter one is to have two engineers produce surgical supplies, chemical supplies and trauma supplies all the time. You don't need food or alcohol production, they are both cheap on the train exchange and can often be found on the scout map.
Three surgeons, 2 medics and 2 trauma specialists are enough really, if you can afford it, add a 4th surgeon.
Focus on production > housing (up to the 2nd tier) > healing > scouting. Once you get 8 engineers you can basically produce all goods permanently and still have 1-2 engineers left to continue expanding your other buildings. From chapter two on, you have so many freight that you can permanently expand without a problem.
The hardest part is chapter one, if you get most of what I described above going before chapter two starts, the rest will be chill mode. Also try not to reject difficult patients, but amputate / oxygen them instead. It costs only half of the resources but you gain morale instead of losing any.
Oh, I didn't know this about trucks. Thanks. I don't think I've run into it so far during scouting.