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Still you posted a long post, when just 2 test games with the number of days it took you get a scout would prove your point. One with Child shelters and one with Child Labor because the faster you get scouts, the better your city is. That would prove with is the better path (even tho I already agree with you)
Edit: If you send 1 guy out to mine coal in the cold, and each time they get frost bite and lose a limb, get a prosthetic and then you send them out again....they can get over 4 prosthetic limbs...
Also, you can emergency shift AND use apprentices...(more importantly you can use extended shifts in conjunction)
And FYI, the reason it feels crucial is because you aren't teching fast enough.
You're behind the curve.
If you're ahead of the curve there is 0 pressure.
I've got my city fully automated and all research complete before the storm even hits.
Everyone sits in their houses unemployed, we've got 2 weeks worth of coal(could have been more but I stopped caring), all heat is cut off except to homes and medics/infirmaries and all I do is feather overdrive and extra ration anyone who gets sick.
You can get all the Tech you need to survive with or without Child Labor, so it's not really a trap.
With Child Labor you can get 4 Tech workshops quicker and easier and potentially start throwing out tech.
Heck the game I just finished I did with No Child Labor, and Medic Apprentices running with 2 Tech Workshops for the majority of the game and I still got everything I needed tech wise to survive. And Honestly what my bottleneck was in that game beyond poor scout management was running with zero auxillary steam generators as I was going for that achievement so relied entirely on increased gen range.
I think your grasp of history may be a bit lacking. You may want to read up on Rome a bit more before making statements like this.
Nonsense long post.
With faster tech, you can get insulated houses etc. earlier and thus reduce the number of sick people.
I can only imagine that medic apprentice is best in the "refugees" scenario.
You play on super easy mode ?
With 2 Workshops fully in use with extended shifts, i cant make all techs before the storm hits. I have to skip all factory techs exept automaton efficiency, dont do kiln, ignore wall drill and hothouses.
Also on hard, 2 coal mines or 1 thumper with 2 gatherers is enough for level 2 generator on early temperature drop to -50 (thats when level 1 generator and heater is not enough for medical tent)
On extreme, you need more than 2 coal mines to supply your self with coal.
So far i have not found a way to do it without putting 30+ workforce in coal gathering.
Please tell me how can you do extreme, where you need 3 hunters, 3 tents (hardly enough), while you have a scouting party to grow.
Another thing, is that you can go religious route and get healing houses where even children can work.
Also, whats the bonus for medical/tech helpers ?
Child shelters are the best thing that you could have, two workshop working on emergency shifts (one at the time then move all workers to another and start emergency again) with tech helpers is gamechanging.
On extreme your ppls get sick even at max temp so you cannot spare more enginners for tech advancement and techs are crucial for extreme.
Temperature is going down rly fast and your chldrens working at gathering posts could only get sick and ruin your hope and discontent when they could give you fat tech bonus.