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You can pretty much leave the arks close to dying before heating again.
Manage your workers, moving them around as needed.
Force extra shifts when possible to get new tech quickly.
Edit : Extended Shift =/= Emergency Shift. Extended shift (06:00-20:00 instead of 08:00-18:00, option on top left of each building once you pass the law) is probably the strongest law in the game and only costs discontent which is fairly easy to deal with. Emergency Shifts can have dire consequences so you should use those very sparingly.
After that is stable.
On hard.
Until you get the hothouse, make soup and have the moonshine law.
But really, micro manage the s... Out of your guys.
1. Enacted Soup law
2. Built 4 gatherers near the 4 resource clusters. Assigned the automaton to the lone coal pile, assigned all 45 engineers to 3 wood crates for the first day, those gatherers aren't going up until tomorrow anyway.
3. Built Workshop, Cookhouse, and Medical House. Left houses for the next day.
4. Assigned 30 engineers to all the gathering post containing wood and steel, left the one south with the 2 coal piles alone, the automaton would go there after the initial pile runs out. The other 15 went to the cookhouse, medical house, and workshop.
5. Started going towards Extended Shift law. Of course, use this on all the workshops. But the people will be really fussy about it and start demanding rest. I had no choice to comply to this one since I can't comply to the heat in homes.
6. Researched Beacon and sent the ones that were in the cookhouse to scout after they're done cooking. After that, picked faster gathering > workshop upgrade 1 > hothouse > more scouts.
7. For scouting, it's hard to explain, but picked all the closest spots and not going back before picking up everything. There are 4 'areas': southwest, southeast, north, and east. Since the factory blueprint is in the southwest, went there first and return immediately after.
7. Built 3 more Workshops and used the 10 engineers that first ran out of their resource pile, dismantled those gatherers after they're done.
8. After Extended Shift law, went straight towards Moonshine. Built the arena and pub house, but didn't man it. Need to get those workshops going.
9. After more scout research is complete, picked up the rest of the lvl 1 tech: heater, steam hubs, coal thumper and steelworks. The scout research needs to be done before or right as the first scout that found the factory blueprint went home.
10. Built 2 steelworks, coal thumper, and 2 gatherers. Steelworks were only ever be manned by automatons.
11. Used 5 engineers that was at a gathering post to do the extra scouting mentioned above, and the other 5 manned another workshop after the piles run out.
12. Only started the heater on the ark after it's just about to get frozen. They can actually last quite awhile when cold. After the heater isn't enough, I used the steam hubs and generator overdrive and alternate between them. Played around with heat and tried to conserve as much coal as possible
13. After more gatherer run out of pile, assigned 1 to the cookhouse and 4 to the hothouse. I didn't use extend shift on hothouse and cookhouse. The other 5 engineer go where ever seems appropriate.
14. Researched coal mine > wall drill > storage improvement > bunkhouse > generator power upgrade 1 > workshop upgrade 2.
15. After the first scout team returned, built factory and immediately built an automaton. Did not send the scout back to help the 2nd team southwest, I need them to go north asap. But for that, I need to use up all of your steam cores. After that automaton I have 4 more steam cores, used them for wall drill, 2 coal mines, and the last one can go either to the engineer giving you the medical automaton tech or build another automaton, but gathering the resource needed for that could take a while so I gave it to the engineer.
16. After Moonshine I went for Prosthetics. On the way, I preferred Radical Treatment and Double Rations. I cannot afford to have more medical house and the people will be REAAAAALLY fussy about the cold and I just cannot seem to fulfill them. Even if I somehow could early on, they will be asking for it again later. This is why discontent was always high and I can't afford Overcrowding.
16. At this point my generator will really start to consume a lot, so I need to move engineers from a few workshops to the coal thumper and gatherers. The only remedy to this is more automatons. Hopefully my 2nd scout returning from the southwest area could help with that.
17. Researched Generator Efficiency 1 > Better Heater 1 > Better Overdrive > Coal Mine Efficiency 1 > Steam Steelworks > workshop upgrade 3 . I should slip faster scout in there but I needed these things fast since the cold is getting really severe and I was burning through coal reaaaaly fast.
18. Researched generator power upgrade 2 > heater efficiency upgrade > house > steam coal mine > industrial hothouse > workshop upgrade 4
18. Next, I finally managed to automate 2 coal mines, 1 wall drill, 2 steelworks, 1 coal thumper+ 2 gatherers.
19. Upgraded my hothouse and built another one, then automated both of them. Automated the cookhouse too.
20. And lastly: Researched Generator Efficiency 2 > Better Heater 2 > workshop upgrade 5 > generator power upgrade 3 > integrated automaton 1 > integrated automaton 2 and then I ran out of time.
key points for me:
priority no 1, get 2 scouts with 50% speed boonus as soon as you can - you need thos cores.
priority no 2, get automation upgrdes as soon as you can.
extended shifts everywhere all game.
2 worskops from start and added 2 more as soon i had some automations running
2 coal mines(upgrades whenever i could) and addded 2 thumpers later to keep spare automations occupied.
2 steam iron mines (upgraded to advenced in very late game)
2 sawmills (used steam ones in late game, but probably not needed)
1 hothouse with 6 enginers and cookhouse with 1 enginer for most game, for final push 3 advanced hothouses and 2 cookhouses. bit overkill as i had 4k food + 300 raw food in end.
Heating wise i had 4 steam hubs close to arks and all heat needing buildins close to them. for late game also second level heaters were needed.
Had one healing house with extra beds perk. Used overdrive if i noticed sick people numbers rising. There seems to be mechanic, that if peple get some warm the can work again for some time in cold before starting to get sick. So let overdrive run few hours and turn off.
not sure, maybe i got coal mine efficency at some point when i had spare time, but no generator nor heater effecienty techs for sure. generator 10% is small one as you dont have area upgrades here and heaters i use pretty much only at end game...