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I had my fair share of tears and sweat xD You can complete the scenario, it's not hardcoded to fail. Some events are hardcoded, but your decisions matter in those events. For example I remember not doing anything about the writings on the wall.. Also the first massive drop in hope is scripted, nothing you can do about that. So don't worry about that. You're meant to build back that hope over time. Doesn't matter which "path" you choose, I completed it both ways.
The thing with choices is, sometimes you have to be prepared for it before it's handed to you. For example if you have faith keepers, you can peacefully disperse arguments or angry crowds, but if you don't have it, you will be left with holding your ♥♥♥♥ in your hand when that choice pops up, it will be either lose hope or raise discontent. So being prepared is important for those signature moments.
- I don't think i've built the beacon right away. Steel is slow to come by in the beginning so i remember using it for something else
- Abuse the buildings that reduce discontent and raise hope, except the "bad" buildings, like the propaganda center or the equivalent for the faith path i don't remember (punishments?).
- I remember failing my first attempt with just one londoner remaining, he left on his own. But second time it was easy riding.
I remember you really have to abuse those buildings, such as giving out extra rations all the time, and organizing prayers etc. whenever their cooldown is ready. And go easy on the discontent raisers, like extra hours or housing/heating. You seem to be doing everything else correctly.
That explains why I failed! *rolls around to die* I built them and thought they work like the Arena, just affect everything in range.
Reasearch I go for Gathering -> Heaters -> Beacon -> Hunters' Gear -> Sawmill -> Steelworks -> Level 1. Worked well so far. Gathering buffs early resources, Heaters prevent illness during the initial drop in temperature. Beacon allows for some easy resources and additional workers from expeditions. Hunter's Gear comes in handy when the additional survivors arrive. Then Sawmill for continuous Wood income for Research and development.
So the buildings with abilities have their own tutorial text (press f1 or top left corner). Read that if you haven't already. Not all buildings are like watch towers and do their own thing passively, some require input (like rations) and they have cooldowns. Example: temple. Every 2 days you can hold a ceremony in exchange for rations and it boosts your hope up (or lowers discontent I don't remember). And every 4 days you can hold a big ceremony which does the same thing with more impact.
That must be your missing piece my man. Without those, I reckon it's impossible.
The goal is to raise your hope to above 50% (The point req to have them start staying at the city) ideally 80%+, While getting discontent below 50% ideally 20%.
To do this need to know how hope/discount works.
First biggest no no is deaths. A death will screw up both numbers a fair bit so if your having deaths let us know as its the first thing to fix. A death no only hits you on your number right away but reduces the positive gain of both for 24 hours. The cemitary law reduces this but snowpit is jsut better.
After that to raise hope is nearly impossible to get in a good amount outside of active abilitys.
In your hope or order tree (I recommend hope for new players and old alike. Short answer on why it frees up your eng from med while giving jobs to kids allowing for a tech advantage which is massive. While req less micro than order with using building ability).
In hope the buildings you are looking for are temple and hour of prayor. Each of these has buttons you can hit when hit will give you a boost to hope and some a reduction to discontent. The house of prayors also give a constant hope bonus to all buildings in range so try to maximize it. This is the only real way to get hope in large amounts.
You can also gain hope via completing promises to your people but its a small overall amount.
Discontent on the other hand is easy to drop but also really easy to raise.
Anything your people don't like will raise it (eating soup, deaths, 24 hours shifts, long shifts, no entertainments so forth, the cold, lots of sick)
As such to lower it just stop doing those things hover your mouse over the bar to see whats hitting you. Not you don't need to solve all of them to make it low. I often have it at 0 while running extended shifts everywhere so long as you address other points and use your hope tree skills in the house of prayor to reduce it.
You can also raise it using a fighting arena (only effects tents in range) or a public house from yuor adaptation tree. I recommend getting these BEFORE triggering winterhold on day 14.
There is no reason to scout winterholm till day 13-14. That is when the even triggers on its own day 14. So you can trigger yourself on 13 or just let it trigger on 14. I norm do on 13 just after signing the last possible law. Doing before this point only hurts you.
If you got lots of sick you need to turn up the heat to get the sick down.
In short get your heat up and stop using 24 hour shifts while using your buildings for hope.
As for your tech tree its fine. If you want a "better" one. The one I use for extreme is faster gathering -> heaters -> level 1 -> wall drill -> beacon -> hothouse. With child labor hothouse makes for the best food source as you free up all your workers and keep your kids in a workshop that needs to be quite warm to even work rather than having them in what is likely colder gathering posts where possible. Than house of healing later.
Beacon first is ok but by delaying it slightly you get your base city set first before getting more mouths to feed allowing you to delay food production till than esp with soup as your third law to max the starting food out. Wall drill is vastly better than sawmill its the best place to use steam cores without a doubt. While scouts costs a large chunk of wood so if going 2nd tier for wall drill getting beacon before it is hard to do but possible.
Side notes:
I recommend NOT using coal mines on a new home for coal. With child labor thumpers are worth as they can staff the gathing posts but also there is a event down the line that will hurt you if using mines its possible to do with mines but you might not like it. The cores are better used elsewhere early anyways after tesla city thou it doesn't matter as tons of cores.
Also sounds like your using gen range to heat the homes as you said 2 rings on the gen. Never use gen range it costs more coal than steam hubs while taking more tech time its just never worth it.
Also, the deeper laws in Faith/Order have very potent Hope-raising abilities. The Propaganda Centre for Order and the Temple for Faith are the main heavy-hitters.
Its honestly not worth delaying taking the hope boosting laws (that have useable other effects) as once winterholm triggers you really rather be spending your laws in faith/order not adaptation while you can have all the good laws signed in adaptation before the event. This allows you to focus on faith/order completely witch is more than enough to solve all your hope issues even on extreme. Delaying taking laws in adaption to have to go back only slows down your progression into faith/order for no real gain.As you said the later laws in faith/order give rather large boosts and are all you really need. Laws like child shelters the small hope effect from them are not worth the loss of child labor esp for a new player who gets massive value from the extra workforce. Same with cematary is def not worth giving up 20% better med that can be signed with everything else you want before the winterholm event even triggers to help make med a non issue keeping deaths in check. The small hope from signing it is meh.
Your hope is set to 10% its not a reduce by a set amount.
I'm pretty sure that's incorrect, because on one occasion, I had my immediate post-Winterhome Hope so high that the Londoners started with only one "arrow" of downward trend, while on other occasions, where I had less Hope prior to the Winterhome discovery, they started with two or more downward arrows. My Hope bar was also noticeably less empty than on other attempts. This is before I signed any post-Winterhome laws.
When testing for my survivor run I tryed a run with only 15 percent hope going into it and a run with nearly 80 percent both resulted in 10 percent being left after going to winterholm.
Thou this was awhile ago and changes do happen unless shown otherwise I’ll stand by its set to 10 percent. Easy to see otherwise for anyone that see this if it has changed at least as after going if you see a run it’s not at 10 percent after got the answer. Checking the wiki it dosent give exact numbers.
Thank you all for the awsome comments. I am trying an Order run now and can confirm, the towers have no active effects, just a passive Hope boost.
Order you get active effects from Forman to increase effectiveness and something else don’t know of hand I rarly play order. They do have buttons for hope thou it’s just not from the watch towers.
Alas I collapsed once more, due to three Coal Mines and a Coal Kiln unable to support two rings during a -70 cold snap. Illness spread like wildfire and the entire economy crumbled slowly. And I managed to push Hope back up to like 70-80% and Londoners dropped to like 6!
** grumbles inwardly **
Thanks a lot for the help. I probably screwed up the research somewhere on the way, going too wide on Level 2 and not focusing enough on the top priority things. Or perhaps I still need to learn, how to maintain heat zones properly. Heaters as well as Steam Pumps just eat so much coal... But then during the high cold snaps, it is impossible to work, due to workers getting ill. Or should I call back everyone to cuddle by the generator for the time of the cold snap? That might be an idea... If I turn off all heaters and pumps, the single Automaton Coal Mine should be enough, I think.
Hmmm... Steam Pump eats 3 Coal. So it would need to heat up at least 3 buildings to be worth the cost. Fitting more than 4 Medical Posts shouldn't be an issue, so that's a win already. But anything else is tad too big, I think... So much to learn still...
** massochistic cry of joy **
Buildings like coal thumpers you can fit 2 with the 8 gathering posts in a single steam hub which is far better coal use and production than three mines. Yes you use more workers but no cores. The cores than used in hothouses to save labor nets you more free workers overall and more coal due to being able to use only a single hub vs needing a hub and a heater for 3 mines.
Cores are best used in order on wall drill > hothouse > coal mines > factory > autos. This is in order of saved labor for same resources. While a new home has a secondary reason than coal mines are bad as I think you seen the event that game.
I suggest going faith not order on the next run far better to pair with child labor. Getting house of healing let’s you skip all med center tech in the tech tree as they replace infimierys. This saves you time to get key upgrades. Only get what you need upgrade wise it’s better to get higher tier prodigious early than going wide. You want coal production and heat up to max as soon as you can with house tech. Food only get what you need. Resources a wall drill can last well on its own till mid late game saving you tech but steel should be gotten ASAP.
Don’t use gen range it’s worse than steam hubs always. Not only dose it cost you more tech time than hubs you spend more resources for setup cost to end up spending more coal to heat the same area. Just get steam hubs and use them we’ll by breaking them into tight areas spilt between work and housing.
Eg placing the two steal works with a row of gathering post ahead of them and two thumpers touching them. You can cover all this with a single steam hub and shrine in faith to boost all production by 20 percent while heating it for real cheap. 14 buildings in one hub. 2 of the posts you will need heaters on or overlap the bay beside it on them. The bay beside use for a third thumper and all your coal needs are set for the game plus can toss your two cookhouses here to fill up the rest.
The automaton was free from an event on one of the scouting trips. So it didn't cost me anything.
If I understood, what you wrote... You would skip on the Generator Range upgrade technologies? Wouldn't it burn more coal to heat those areas with Steam Pumps?
I picked Coal Mines over the Thumper, because they needed 10 Workers only, compared to the 30 a Thumper setup requires. And if you are saying 2 Thumpers need 8 Gathering Posts then that's a 100 I believe. Much more than 30 for Mines. I will have to give it a try.
I also noticed, I didn't get the Outpost technology done, which was a mistake on my side. I didn't know it existed. And I could have sent a team to the abandoned Coal Mine.