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Wow, so helpful.
If you can handle the discontent id recommend getting overcrowding law before going too deep to morale related laws, as you need to focus heat coverage on your houses rather then keeping them in livable conditions when the coldwave hits early game, as it keeps them alive, but increases likeliness of illness, but at that point each medical post can handle 10 patients each.
(Also you can avoid building houses from them at start to get a request to build houses for easy quest and even if you aren't able to build them in the first day to get the quest which has like 3 day timelimit, simply by activating generator the people won't freeze to death at the starter temperatures).
This is probably enough to get you started.
In terms of Purpose Laws, Faith is far superior line to through if you want to avoid deaths. As ORDER causes suicides and inmates can't receive medical attention.
Well i just completed the refugee scenario on hardmode without casualties.The key component is rather living in chilling conditions so pick generator range over power, so you be focusing on healthcare instead, as overcrowding law let's you keep up with the illness and later on infirmaries are good and probably necessary in late game.
as always remember to pick faith purpose laws instead of order.
I can confirm that all scenarios can be played without casualties and every possible survivor is rescued.
In the first place, how exactly do you heat your houses without the generator power upgrade, especially when the cold just keep coming down rapidly? Putting tents in a heat zone is easy, but keping the heating in them is really difficult. I tried prioritizing bunkhouses once and I just could't manage to find the resource to upgrade everything in a timely manner.
Steamhubs are ineffective method of keeping citizens warm, as they cannot be upgraded to output anymore heat. They are primarily for warming up compact production areas, as using them for anything els is inefficient use of coal (Honestly it's rather obsolete, other then saving a seed vault).
For the 4 inner circles build nothing but housing for citizens and few medical posts (+temporary fighting arena). You recieve ton of housing areas by simply upgrading generator range and once colder weather approaches make sure you upgrade power so they won't get below chilling (Use overloading if can't do it in time).
Do not build tents beyond generator heatzone, as frozen housing means casualties and amputees. They will survive in homeless state within the generator area.
You don't even need to bother upgrading housing in refugee scenario, long as you keep up with generator technology.
As for healthcare, the overcrowding let's you survive early game fairly easily. You do not need bed for every single patient, but for the most of it yes, the illness status on a worker stay on for 24 hours once submited to treatment and you can see their release times within building patient listing. During desperate outbreaks you can just man a tent with 1 or 2 engineers just keep masses of sickpeople alive, while fully manned onces treat the epidemic quicker.
Steamhubs provide the same heat level as the generator itself! Their heatlevel will upgrade with the heatlevel of the generator