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Een vertaalprobleem melden
1) I played with 2 tech towers with overshift. If you get 3 I guess you will be even more prepared.
2) Automatons save the day even if you don't get to 80% efficency. I built 2 and 1 from scouts.
3) Get outpost team ASAP and search for whatever resourse you lack.
4) Get prostetics as soon as possible.
5) Forget about storage depots untill the preparations for the storm. They cost too much steel and that was the only resource I had troubles with getting for research and upgrades. Get 2-3 at max for regular temps.
6) Lots of flying hunters closer to the storm and at least 2 scout teams in the very beggining will make your life easier.
7) If you are not preparing for the storm you only have to replenish coal till next work shift plus some extra. During the storm I had 5k at the start of the day and 7k at the end with 2 automatons on coal mines and 4 thumpers making surplus of 20 hours at the end of shifts.
Most deficit resource during the storm for me was steel.
Micromanagment is the key.
665 residents.
13k coal, which is enough to run my generator full blast at full range (with a few strategic building heaters turned on) for four days if I did nothing, but I've actually got automata on coal duty from a couple of coal thumpers, and I could effectively run the generator like that for 14 days.
I had about 4500 food when I began, which should feed them for 7 days.
Houses are all fully upgraded, and I've got the insulation bonus. Basically, I researched nearly everything in the tech tree.
I'm not really worried about resources or anything like that.
The only thing I maybe messed up is not having enough automata (I've got 6), and only having 3 infirmaries.
Or maybe I'm just panicking because I see a lot of people getting sick all at once. And that's even before the temperature drops to -120C, and all of a sudden every house is freezing.
I do think there may be /some/ strategy to using the overdrive, because by turning it on for a couple of hours at a time, and off for a couple of hours at a time, I saw slightly fewer people getting sick. That only worked for a little while, though.
I /am/ going to try putting automata in my infirmaries, though, and also using triage.
If you are really worried about the sick remember if they are getting treated (in the grey indicator below the bar) then you are fine. They won't die. So just make more medical posts/infirmaries. Again, staffing problems are much less of a thing at this point.
When it got cold enough for homes to be a little chilly, I started running overdrive periodically. Up to around 20% stress or so, then I'd leave it off long enough to get down to 0%. Once it got colder than that, I ran it more liberally, usually letting it acquire about +20% stress and come back down by about 15%, or sometimes less if I started to see the freezing citizens symbol. Toward the end I was just running it full time, of course.
And I didn't stress too much about the sick people. This worked pretty well, and I made it through the storm with, I think, 4 deaths (I never got notified, but my population on the final screen was 4 less than it had been at the start of the storm). I had 100 sick people in treatment with a little overflow. Wasn't too bad. My numbers had been pretty manageable in previous days, with sick people getting healed up pretty well before the next day.
This was just on the default (medium) difficulty setting, which honestly, was plenty difficult for me.
https://steamcommunity.com/sharedfiles/filedetails/?id=1371445043
I had 4 infirmaries with automatons with double rations and about 4 carehouses :P Place generator on overdrive near the end when I got high risk of illness. The overflow went to the carehouses.
Yup, I save scummed one time after noticing that happening. I figured that because those buildings became inoperable, people just wouldn't come to work. I was wrong!
But that wasn't what was causing people to get sick on my first attempt. I think it was just being stingy with overdrive on my generator.
ha! I made do with propaganda, prison round-ups, and guard patrols. It got a little hairy toward the end, and the game still gave me a hard time about my decisions even though I literally took in every survivor I ever met and kept them alive with effectively no deaths through the worst storm in human history.
Exactly, surviving with almost no deaths, taking evey survivor you can, safely escorting them, each time you get an event you never abuse your power and aim for fairness (even though your system is leaning to totalitarianism) and by the end I get "... but was it worth it?". Or the 3rd scenario where you help Manchester and reach your resource quota and at the end it's emphasized as if saving that extra city was more important than the main mission. No it was not (for me personally), it was preferable and a bonus, not the whole point. I'd love to see the narration tweaked a little to stop putting words into my mouth and assume where my priorities lie just because I was able of finishing the extra objective.
The idea is simple:
- children on non-danger jobs bring huge boost on the very begining
- City planning : set 1/3 of the city map circle only for houses , put arena influence for every house (3-4 arenas), same with special buildings boosting moral/mood - every house to be covered. And only 3-4 2-nd lvl heaters needed to cover all that stuff.
- Build 4 since buildings ASAP and research, research, research from 6-00 to 20-00.
- Get 2 scouts ASAP and search for resources and cores all the time. Don't keep Outpost's - brake it and take cores. Except 1 - Tesla's Outpost - take it ASAP and take cores,cores,cores.
- Build 2 coal miners (I don't know how it named in Eng - it need 1-2-3 core to build it) and upgrade it to 2 lvl ASAP - it will close your coal needs until almost end-game.
- 2-3 sawmills are enough to bring you all wood you need until end-game. Don't spend cores on getting wood.
- 2 Iron miners upgraded to 2-nd lvl ASAP - is the thing you should have. When you start researching 2-nd lvl research tree - you will need more and more iron.
- About food:
*1 hunter's hut on start - pause the game on 18-00 working and put workers from mining to hunting.
*Use 1-st core to put 1 greenhouse when researched. It will be enough for the time. Don't even upgrade it in future.
* When you have lot of people to feed - you have lot of hand to do their work. So just make 3-5 flying night hunters and upgrade them - and you will need more kitchens to cook all that food =)
- If you have good working coal miners with nice income - be kind to your people and let all houses and workplaces to be nice and warm. You will have less ppl sick and skip their duty.
- Medicine:
*Have 2, then 3, then 5 and even 8-10 (closer to storm) medic's tents through the game.
*Build hospital using core ASAP. Sick population - non effective population. Have about 2-3 hospitals close to end game - you will have lot of sick refuges coming.
- When you upgrade tent to barak , or barak to house : always have few extra living rooms, becouse people can get sick fast and loose their mood even on that short time of rebuilding.
- You will need 3 automatons working on 3 coal miners and the end. No real big need in other automatons - you will have enough people from refuges. But if you research and raise automaton's effectivnes - it is your choise. 6-10 90% effective automatons working 24h will make shower of resoursec, you will need all free place to build storage on it.
****** And the MAIN thing: research 6-20 working time ASAP and use it always when you can. Let people rest when they ask you for it, but bring them back to 6-20 after thet rest those 3 days.
"It only hurts, if you survive" (c)
I simply suggest to "turn off" or disassemble hunting hunts during storm. Good luck.