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The thing that actually blocks players from researching is not the number of workshops (after all, having 5 workshops merely doubles the research speed), but the wood and steel costs. Make sure you have enough of these - absolutely go for Advanced Steelworks to ramp up the steel intake, and be willing to pay the price of Steam Wall Drill to have enough wood.
5 Infirmaries seem insane - you should try preventing injuries through proper heating, that way you won't need as many infirmaries.
Not necessarily, but otherwise you're right.
absolutely good advice.
scouts should be one of the top prios early on. you need them to start venturing for tesla city so you can start building autonomons with cores.
autonomons are extremely op. you can even build them to replace researchers. combine it with Order's foreman and you can have full efficiency research all the time. Its so OP.
omg... amazing. thank you... Ive been avoiding that city to save the lives of those 5 scouts... now, they have to die so others may live... maybe
awesome. thank you!! I did not know automatons can research too.
how much workshops do i need to have also? at an early age?
until you have autonomons, dont be afraid to use extended shifts (not 24 hours...dont kill them) on your researchers. i also advise going for schools for engineering students. that way it boosts what you can do during the day until you have 24 hour robots doing the work.
Once you have the population to man 4, bulid 4.
This should be happening fairly early, like in the first week after you've rescued 2-3 survivor groups.
Going for Engineer Apprentices helps a ton too, boosting you to 240% research speed, and you want to be running extended shifts for even MORE juicy research. Make sure you build enough Child Care Facilities, basically 1 per Workshop should hold you most the game, and when 4 isn't enough, it shouldn't even matter anymore (likely Automata will be manning Workshops at that point).
I always go the order path, and then I rush Agitators for even more free research and Foreman on CD for even more (works with Automata for some wierd reason, make sure to use Foreman on CD for Workshops and Steel Mills).
Going this path, I'm not even sure that Automatons in the workshops is even worth it, but if it is, it's extremely late game (day 25ish).
You SHOULD build 1 Infirmary to sustain you before refugees (in case you have any Gravely Ill that are off your work roster) and I build 2-3 more once the refugees are incoming, then Extra Rations once you are full up on beds.
A longer explanation: There are 3 main Gates that will limit progress through MOST of the game, although Gate priority is different very early when you are stablizing, so don't get too wrapped up focusing on them. Those Gates are, in order, Steam Cores, Research and Steel.
Steam Cores are maximized through getting to Tesla City early, and the min-max route is to have a scout and an outpost team ready to push out on Day 14, they should literally be waiting at a site you've already explored. Then you sign your last Law on Day 14 and use your other Scout, who should be sitting and waiting in Winterhome, to Explore Winterhome. This will activate stage 2 of the game, new scout zones will open up (Tesla City). Once the cutscenes are done playing, pause the game, send Scout/Outpost team to go push out the right side until you find Tesla City. The Scout that just Explored Winterhome should now make his way to Large Convoy (Scouts should be running circuits of exploration, not just back and forth to the City every time you explore) and escort people back to the city (this is the first major circuit and if your City has been in good condition until now, you are sitting pretty, with new people, new cores and tons of resources when this Scout returns). While he is doing that, push out until you unlock Tesla City but DON'T send your other Scout there, only the Outpost team (You can have a second Outpost Team by this point, do whatever you want with them it's irrelevant, I prefer a Steel Outpost later but you can send them for Coal if you like, either way you're waiting to Scout for them anyway, basically don't worry about it, it's not a priority). Now you should have one Scout on the right exploring around Tesla City, one Outpost Team ON Tesla City waiting, and one Scout escorting surivors to the City. When the escort gets to the city, send him to Tesla City and explore, roll your 50/50 and then make an Outpost there. Alternatively, you can explore with the OTHER Scout team and save scum so they don't die.
Both methods focus on retaining the resources that the first Scout team is carrying, that's why you Explore Tesla City with a Scout unit that has no resources.
That's Gate 1 and it makes more sense when you see those steps in action.
Gate 2 is Research, and it's simple, make Research your top priority. Anything that gives you a Research bonus, take it. When you can build 4 Workshops and man them, do so. Run Extended Shifts. Use Apprentices (I generally consider Child Labor to be a trap, it helps the early game but weakens the mid-late game) and Agitators. Gate 2 is now as wide as it can be.
Gate 3 piggybacks off the solution to Gate 2 and it is also simple, upgrade your Steel Mills as early as you can. Also, at this point you will have 1 free Automaton, putting him on Coal is a trap, put him in a Steel Mill. Gate 2 and 3 have a feedback loop, if you aren't researching Steel, it makes it harder to have enough resources to research AND it's hard to run enough research to have enough resources. Get these upgrades done ASAP and you'll be ahead of the difficulty curve.
This prioritization of resources will maximize your efficiency in the long term.
If you are playing on Hard, it may seem impossible to not take Child Labor.
With your initial 80, it literally is impossible (I tried and failed over and over).
The secret sauce to NOT taking Child Labor on hard is to literally rush your Beacon, it should be online day 2-3 and you run out and get 2 more groups of people to help you stablize.