Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm not quite sure what your question is, but the way I interpret it, you are asking whether there is a way to maintain your motivation statistic in the Last Autumn scenario—please correct me if I'm wrong.
In large part, you're right—the scenario is on rails. Your motivation begins to fall precipitously as the scenario draws to a close, and tools to boost motivation either become less effective or have other negative consequences (cocaine pills, House of Pleasure, etc). It is designed to make you fall below the relevant thresholds (75 and 25 percent) as the scenario proceeds.
In general, the worker labor laws tree can probably maintain 75 percent motivation throughout most of the relevant time period of the scenario, even on extreme/survivor difficulty; easily enough to get you home "in time for Christmas," as the achievement puts it, with all upgrades on the generator. The engineers tend to fall off a little quicker, but they have a stronger base building (the inspectorate is better than the labor union) that they can milk for a lot of generator progress early on, making the fall in motivation less relevant. If you choose to "cross the line," engineers also get penal colonies for convict labor, and build the panopticon building, which pretty much renders motivation irrelevant.
It really depends on your difficulty setting and your goals for the scenario. If you are going for a no-deaths, no-amputee, perfect generator run on extreme/survivor difficulty, you are going to struggle to maintain motivation, as a lot of your best tools can cause deaths with a moment's inattention on survivor, and you may be forced to avoid progressing the generator during some peak motivation times early-game, since the toxic gases cause some issues.
If you aren't already, make sure you are using your cooldown-based motivation boosters (e.g. evening prayers, overseer's inspection, and the worker's rousing speech) whenever they are available, unless you have some pressing reason not to (extremely high discontent or very low food rations).
TL;DR: Yes, the game is on rails. But it shouldn't present a gameplay problem.
I'm probably going to come off as rather rude here, so let me apologize in advance . . . but what is the relevance of your statement? Nowhere in my post did I say that it was necessary to "cross the line" to maintain motivation above 75 percent; I merely pointed out that it was an option for the worker labor tree that rendered motivation irrelevant.
As for it being easy, the OP did not intimate that it was "easy" for them—thus, I presume, their question. He or she certainly didn't ask us to condescend to them by telling them how easy it is to do so. Sorry, but I fail to see how this is constructive.
I was doing a nice guy run so didn't sign many of the upper laws. Had everyone on hearty meals and access to a chapel but at the end when stuff freezes motivation just goes in the toilet.
The easiest way to avoid this difficulty is to complete the scenario objectives before the ocean freezes, which will allow you to dodge the worst of the cold (the scenario ends when you complete the generator, and optionally the bonus upgrades, as long as you have a route home). Even playing as a "nice guy," you should have ample time to accomplish this (I find many of the labor laws to be of questionable use anyway).
By shortening your relevant motivation timeframe (by which I mean the number of days in which you are actually building the generator), you are effectively multiplying the effect of that motivation while you have it. This is easier than struggling to try and keep motivation up near the end of the scenario, when things actually get cold.
Since I'm not looking over your shoulder, I can't really say what you personally can improve, but given that you reference things freezing, my guess is that your generator building was sub-optimal your first time around—and that's okay; it is impossible to truly optimize your first playthrough without knowing all the scripted events. I'll throw a few ideas at the wall for you and hopefully some of them will stick:
-Don't dilly-dally on getting motivation above 75 percent. As you've no doubt observed, it becomes more difficult to keep motivation up the longer the scenario goes. The earlier you hit 75 percent, the more time you have to enjoy that huge 30% efficiency bonus, and potentially, as our friend Aturchomicz points out above, you can maintain that bonus until you've completed the generator.
-Events offer you a lot of chances to improve motivation early on. They also offer you a lot of chances to take motivation hits. Don't lose motivation unless you have to (or unless it is part of your roleplaying, and you don't want to be a censor). Generally, a little (or even a lot) of discontent is better than losing motivation. Think of discontent as a resource. While the bar might look pretty sitting clear and empty, if you can get some motivation out of taking some discontent, you might as well spend it. Even later on, there are plenty of ways to deal with strike risk and strikes themselves.
-Some of the best motivation bonuses actually come from being a "good guy." Repatriation of dead bodies (even if you never actually have anyone die) is a great law to sign. Both the law and the building of the morgue give you big motivation bonuses early on. Another big daily motivation bonus with minimal downsides comes from the House of Pleasure, but I suppose the morality of prostitution is questionable.
-Build the generator! If you spent a significant portion of your time and labor building stockpiles for the onset of winter, try not doing that this time around. Just go for the win instead of longevity.
There are other things that come to mind, but I'd prefer to keep the advice general rather than outline a build and tech order; I don't think that's very fun. Best of luck to you!
I did almost have the generator done before the freeze, didn't know you can finish early. Will add house o pleasure to my list of stuff to take. Second time through is always waaay easier than the first so I'll probably ace it this time.