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When you reach Londoners phase two new law trees appear (Faith an Order) that have buildings specifically designed to control hope/discontent.
You must start electing some laws from those trees and then build.
Get churces and remember to use the events in them, such as prayer.
-First off, make sure you NEVER break a promise between the Fall of Winterhome and the end of the Londoners events. It's much better to simply say "no" and take a minor discontent hit than to suffer both a hope and discontent hit for failing a promise. The two you particularly want to watch out for are the "Cold Homes" and "Hungry People" ones, since those are the most finicky. (Hungry people is just plain bugged, since the colonist AI doesn't prioritize eating higly enough: in a large enough settlement, you can literally have folks getting hungry while your other guys are going to get food. Also, I've had it fail while the UI told me I have 0 hungry people and 100 food rations in the bank. "Just Say No" to feeding starving people.)
-I'll be honest: the hope boost from having folks near a Church/Watch/Guard Tower is fairly minimal. I actually did much better on the Refugees scenario (where managing Hope and Discontent is one of the main features) when I just forgot about keeping my houses near Churches/Watch/Guard Towers and focused my resources on keeping everyone fed and housed (and cramming as many Tents/Bunkhouses into the Heat Zones as possible). There are other Hope/Discontent management tools further in the tree that are significantly more effective.
-More specifically, if you see a Law labelled "The Temple" or "Propaganda Centre" TAKE IT. Those buildings have special abilities that boost Hope by an insane amount. The Prison is kinda meh, in my experience: it's mostly focused on managing Discontent, and you as a player have significantly more ways to combat discontent (better housing, turning off soup, keeping folks warm, etc) than Hope (which basically requires specific buildings/decisions to manage that don't really synergize with your other needs). However, the Prison does unlock some more-beneficial options in Londoner events, so it's worth grabbing.
-Order and Faith have different approaches overall. Faith abilities generally require excess Food Rations as fuel, and are commensurately more powerful overall (IMHO). It also lets you throw manpower at certain problems (heating, medical care) rather than engineers/coal. The downside is that the Faith abilities generally have a higher cost, and their buildings are seemingly DESIGNED not to fit neatly into your city. Order has a couple abilities that also require food, but the main Discontent/Hope management buildings for Order are the Guard Tower and the PRopaganda Centre, respectively. With Order, you DO generally want to have the towers built in your housing areas, since they passively lower Discontent and raise Hope. As a bonus, they are the same size as houses, so you don't have to screw up your building pattern just to make room for them. Order has more ways to increase workplace efficiency as well. The downside to Order is that their active abilities aren't as strong as Faith (again, IMHO) until you get to the latter part of the tree.
-On a more general note: rushing to get a comfy resource income is almost always the smart thing to do. If you have to choose between upgrading some Tents to Bunkhouses and upgrading the Sawmills to Steam Sawmills, 9 times out of 10 it's better to upgrade the Sawmills, because then you'll be bringing in a resource surplus and can use the incoming wood to upgrade Bunkhouses anyway while you're waiting for the next research.
-Finally: cluster buildings together, if you can. I like to build my Coal Thumper near my Steelworks sites, because then it just takes one steam core to cover the Thumper, Gathering Posts and Steelworks. That saves Coal, and also allows you to use various Efficiency-increasing add-ons more effectively (Shrines in the case of Faith, Agitators in the case of Order).
Don't do anything that will drop the " Hope " meter falls and you'll be fine.
If it seems like you dont have enough time at the end for few followers, then turn off extended shifts until you have 0 decent and londoneers will drop like a rock with high faith.
Good point. I've actually considered this. Thanks for your input.
(Not actual names of options
-"No one disobeys me!" Order the faith keepers/guards to force them to stay (technically these are two options, but you can only select one of them depending what what purpose laws you picked and they do the exact same thing).
-"No, stay, you'll die!" Gets some of them to stay while the rest still walk off. Only an option if you have high enough hope. Low enough hope and it isn't even an option.
-"Good luck, have fun and here's something for the road." You let them leave but give them some supplies.
-"So long a-holes, you won't be missed!!" The option you both want.
There's also the option of rushing your way down the purpose laws to the final option, at which point you can also kick them out before the arc comes to an end.
So long as your definition of "kick them out" includes the option of just their souls being kicked out while their bodies remain, thanks to your newly built execution platform.
Bonus points if you took the snowpit and now have lots of new organic fertilizer