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For materials (The box resource), prioritise the iron node. It's near the right side logistics area in the story. And in Utopia, usually one or two frostbreaks away. By default, an extraction zone there will provide hundreds of materials without any buildings, and will last an extremely long time. You can later research a "foundry" that adds another few hundred to material extraction. Though you do need to research the sawmill first.
For me? I tend to make an industrial district once I've exhausted the prefab resources. There's at least a few thousand free prefabs to collect without needing an extra heat-burning district. And even then, I do it purely for prefabs. I basically never bother with goods. Crime is easy to handle with a prison or guard tower. While yes, it can absolutely hurt with heatstamps, if you push to sign City-run Alcohol Shops, you'll be rolling in money.
Food is the real issue. Oftentimes the meagre amount you get on the map is hardly enough to meet the growing demand. So scouts are essential ASAP. I tend to make the Vanguard Logistics Bay (Adaptation Logistics building that grants 20 more scouts) as one of my first projects.
Law wise. The absolutely first thing you need to get is Heatpipe Watch, under community service. That will save you a monstrous amount of fuel in the long run. It doesn't matter what Zeitgiest you intend to follow. Heatpipe Watch is just too good to pass up.
My research priority at the very start of the game is insulation techs. Anything I can get to reduce the heat demand, as well as boosting worker efficiency.
The only other recommendation I would give you, and this is primarily for Utopia Builders; Don't bother with Progress stuff. Adaptation is, sadly, objectively better in every way. Significantly lower heat demand and material upkeep. Minor amounts of disease that's very easy to manage. And a generator that can burn more than one type of fuel at once. Add all of this together with the capstone Adaptation ability, and you'll be rolling in so much fuel and resources it almost feels like cheating.
1. Extract prefabs
2. Extract fuel
3. Extract food
4. Extract boxes
5. Logistics
6. Industry
It depends on what starting city you picked on how much you need luck on the frostland. But going out to the map is always a really strong move.
- Don't commit to laws early on small % of of something small is insignificant.
- First techs into resource buildings, the order depending on the map.
- Plan the districts so that they always get a couple of adjacency bonuses, including heat hubs which should support multiple districts.
- Turn off stuff you aren't using. Spare explorers, lower the workforce on logistics. Shelter at +1, lower a housing district. Can't stockpile shelter and a few into the negative doesn't matter.
- Take heatstamps from the communities everytime you can. Give them agendas and let them vote around without any negotiations. A grant agenda is a free promise to fill though. The buildings and research they want are usually not the ones you need at the time. And if you promise a law, they'll expect you to keep it on.
- Small deficits aren't a problem. A few negatives in food, heating, boxes or vases don't matter.
- Once factions come about, be sure to use their abilities. Keep them friendly for their perks, of if the perk is weak, then punch them for money.
Second, adjecency bonuses are king. Just for kicks start with a heat hub and see how many districts you can shove into its influence, I found one Tile northwest of the center where I could fit 7(near the food). That is a total heat reduction of 280 before accounting for adjecency. That gives me 2 food districts and 5 housing districts with a heat reduction of 80-100 each (hub plus 3-4 adjacent districts. These districts almost never need heat. Experiment with this and see what you can do.
Run straight for oil, then switch to it as soon as you run out of coal. I recommend the oil generator. 5 heat per oil is just too good, and you can always convert materials or coal to oil (actually there is a loop there to provide infinite oil, materials, and goods, but it is man power intensive)
Buildings are mandatory, plan to expand every districts at least once, sometimes more if it makes sense. Even the basic house block is more manpower/heat/size efficient than a district, and if the expansion gets you a new adjecency bonus the the heat is negated.
As previously mentioned plan on running in a deficient, especially at first. Once you make it to oil you should stabilize however.
Other have suggested focusing on adaptation and that certainly has its merit, however I prefer balancing, it keeps your peeps happier and the progress buildings are normally higher producing at lower manpower. Typically I ask myself who makes more sense, industry building? Sounds like progress. Food? Get adaptation.
Avoid promising laws and buildings that you will remove (sawmills, mines). Going back on promises hurts, instead promise research you already intend to do, money, or agenda. I also like to promote the factions, easier to pass off, but easier to please as well, and those rally bonuses are legit.
Other than that really just try and balance your needs and avoid making anyone too mad at you. If you can ever get them to like you enough to pass Captain's Authority then it becomes WAY easier, though doing so is very difficult
I now have the confidence in trying yet another run.
Faithkeepers is a faction?
Never seen them around, I only get the more "order" focused factions in my runs.
When you play the story Prologue with the Wanderers, you have to pick "Faith" when the option appears to get the Faithkeepers.
In Utopia Builders, the Faithkeepers are replaced with The Legionnaires, and the Stalwarts replaced with The Venturers.
I built industrial districts right away. your biggest limiting factor early on is heatstamps, and your massive goods shortage hurts that severely. food? you have a stockpile, ignore it. materials? stockpile, ignore it. what you need are: 1 coal extraction district (and ONLY 1), 2 prefab extraction districts, 2 expanded logistics districts, an expanded industrial district, and 4 expanded housing districts. with your scout teams, ignore people. do not take anyone home that you don't need to take home. the new londoners outside your gate can wait. the frostlanders up NW, take them. not because you want the people, but because you want the food deposit. people need food, houses, and goods, but you need heatstamps to provide any of those. goods in particular - if you're already suffering a goods shortage to begin with (and you are), taking in more people will not result in an increase in heatstamp production. so don't take in anyone until you can afford it (unless you absolutely have to, such as in the case of the NW fishermen). you will eventually want to make a materials district before your stockpile runs out, but you don't need to rush it out. you don't need to worry about meeting material demand, you just need enough to keep your industrial districts online once your stockpiles run out. more on that later.
the thing to note is that districts, frankly, suck. a lot. massively. a food district costs 600 workers and only provides a measly 50 food. if you want to make bank off of districts, you need buildings. but buildings cost heatstamps. a lot of heatstamps. and you don't have a lot of heatstamps. hunting camps, on the other hand, cost an equivalent of 100-200 people (5-10 frostland teams) but provide 90 food. furthermore, out west, past the old dreadnought, are several places that contain 50-75k food/coal/materials. use these before you start expanding your in-house production of stuff.
also, don't build a research building right away. I know it's tempting because of the instructions top left, but the research building is expensive to build, expensive to use, and expensive to maintain. wait until your frostland teams are bringing in food and coal before you build a research institute.
your first research should be a factory. not a coal mine. at this point, you should be relying extensively on coal stockpiles and the frostland coal mine up north. getting a factory online is important for dealing with your goods shortage. after that, consider researching laws if you've run out of laws to pass, especially laws that boost heatstamp production, or survivalist headquarters/vanguard logistics centers/that one law that reduces frostland difficulty. research the coal mine once you're settled enough to be able to afford building the coal mine and settling the old dreadnought. settling the old dreadnought is extremely important, though not because of what the dreadnought itself gives you. past the dreadnought is the whaling outpost and the crashed imperial freighter. these two outposts are a godsend. I cannot overstate how important it is that you have these hooked up to new london. but to do that, you need old dreadnought.
as for problems to deal with, obviously, cold and sickness are very important to keep on top of. after that, food - you don't want to starve. hopefully, though, you can get the whaling outpost online before your food stocks run out. if your stockpiles never run out, it doesn't matter how bad of a deficit you have for food, hence why it's after cold and sickness despite the severity. after that, goods - crime is bad, of course, you don't want people shanking each other. but more importantly, h e a t s t a m p s. finally, squalor can almost entirely be ignored. by the time squalor becomes a serious issue, you should be set up well enough to handle it.
embracing the frost will make this significantly easier - too many people? send them off to a settlement. there are many very important settlements out there in the frostland that will help tide you over until new london can become self-sufficient. plus, infinite resources. evolvers are also very, very good. which means faith runs will have an easier go of it, because they spawn the evolvers. production efficiency gains from evolvers are massive, and should be abused as much as possible if you go this path.
Can I just replay the prolouge to get access to the faithguys?
Had those venturers rounded up and sent out into the frostlands and just went through the 3rd whiteout.
Oil was a key ingrident aswell, didnt know it burned up so much slower than coal.
ye, the one nice thing about progress is our genny is a beast. oil's normally 1 oil:2 heat, but with oil pumps, it's 1 oil:5 heat. 's very nice.
If by "replay" you mean play the prologue then load an old save. Then no. You need to start a new story, *then* pick Faith.
And then after the prologue I can leave and go play utopia and get the faithguys there?
1. it's a tad bit wasteful to use adaptive pumps when you don't have steam vents on the map
2. You can survive the first whiteout using only coal
3. tier 3 generator isn't broken (because it only takes oil surprise)
4. Makes heat generation from oil really efficient
5. It's 'cool' to be stubborn and say you did the play-through like so
Not an industrial district and when the deposit runs out, the district stops working along with the building
Afraid not, no.
In Utopia Builders, you have unique factions and communities.
Story | Utopia
New Londoners -> Machinists.
Frostlanders -> Foragers.
Stalwarts -> Venturers.
Faithkeeps -> Legionnaires.