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Can’t really give advice without spoiling everything unless we know what your doing. As by knowing what your doing can point out larger issues and leave other stuff for you rot correct and learn on your own not spoiling it all.
If your are looking for all the answers to be given just watch a you tube vid of a survivor clear for a optimized run.
Bit the biggest tips for winterholm is there are three gathering post spots hidden by the roads that placing there will cover about 90 percent of the ruins. As such start be removing roads you don’t need. Should do this on every map btw. Use more than three posts these will just be the first 3. It’s faster to use posts to clear than placing in ruins by over 3 times. Further boosted by faster gathering.
Never use just one workshop.
Use radical not sustain life.
Get the steel spot clear ASAP and going.
Getting heat level up is a prio as the sooner you do the sooner you are stable.
Go faith to deal with hope fast via just house of prayer with shrines to give a early and fast production boost. House of healing frees up eng early for more tech and other things and pairs well with child labor.
Don’t clear the ruins to fast make sure to leave at least a few piles till the eng trapped event to not miss them. (You prob are not doing this yet but will once placing gathering posts well).
Remove tents not in good spots to move to better spots as ruins clear.
Move the snowpit day one as in a bad spot.
Short of you posting what your doing most I’ll say.
Have a resource depot set up early to expand your inventory space and stock up on resources.
Be quick, yet careful during the ruin clearing. While there will be trapped people events, sometimes, they will be too late to saved and hope will fall.
Do radical treatment, and get prosthesis. You need all the workforce you can get ASAP.
Alternate where you put up outposts between steel and coal. (In my playthrough, I made a mistake in taking the bridge automaton back too early, leaving me short on steel, but enough coal and rations. My ending said that some of the evacuated died as the dreadnought set off due to lack of steel to create proper shelter)
As you began evacuating, start salvaging the empty resident buildings, unused roads, and steam hubs where there were little to no people. Then, as the population started to get lower and lower, dismantle work buildings.
It doesn't matter which you choose between order or faith, but it is crucial to set up some law enforcement to disperse the crowd. It is also better get to the end of that law tree. You can't have hope and/or discontent become your problem.
Low on charcoal? Have a charcoal kiln. By the evacuation time, you should have a lot of wood in your disposal.
Salvage any automatons you have. They will consume more coal and eventually, the generator will fail, disrupting their performance. You have plenty of people to work with.
Remember, gathering posts + coal thumpers should provide you enough coal. Again, you have plenty of labors to use.
When you can evacuate non-engineers, start with childrens first. Regular workers are stronger than them, and would consume less ration if you allowed the kids double rations.
Get both of the engineers outside Winterhome back. In the evacuation period, gamble with the weather because it doesn't matter anymore. "It's only gonna get colder" they said.
When coal is needed to be sent to the dreadnought, set the generator's setting to low and tell the people who complained about heating to shut up by any means necessary. This should save you some coal while keeping the people from getting frostbites. They will definitely get cold.
Don't let anyone leave without your permission. You needed all the resources, and overcrowding the dreadnought would only increase the demands for more resources. Kill people if you have to. After all, you clearly cannot save everyone before the generator fails.
Regardless of how much you repaired the generator, once it announced its final 48 hours, that means the generator will no longer work, and the scenario will soon end. At this point, shipped out all the coals if you haven't got enough on the dreadnought.
First question is - is it even possible to keep hope high enough to convince people to stay without the end-of-branch Purpose policy? I kept spamming everything in the church and other buildings, but it didn't help.
Second one - where do I get enough coal? with 3 steam thumpers all buffed with shrines I could barely keep fully powered Generator and 3 Hubs. Any attempt to extend would make me put yet another hub.
What do you mean by convince people to stay this is not londeneers where people are leaving. Or do you mean so a group doesn't go to the dreadnought on there own. The later is not a bad thing as it fills the dreadknought faster which can help you as it still saves those people. ITs preventable forget how much hope you need exactly but no you don't need the final laws to do it by that point I norm will have all the adaption laws I want and faith up to about temple/faith keepers which is the furthest I ever go. Its quite possible to maintain max hope wit that exp in normal diff you mentioned playing.
You mean so they dont kick you out at the end of the first part. Yes you only need house of prayor I norm ONLY sign house of prayor for hope than just get shrine for production and house of healing for the tech boost in faith everything else is in adaption, before that point. Saving only 150/600 ish, people tells me you have a TON of deaths which is a clear reason for hope issues not hope generation.
Your prob if your not having enough hope with that is NOT hope generation but hope loss. Your losing hope from people dieing you need to stop deaths early why the most important thing of the start is to get heat level up to control the sick and stop deaths. Esp as you said your on normal difficulty where hope loss is quite a bit lower for deaths.
You dont need a full powered gen from what I remember least not for a long time and at that point you dont need 3 hubs as you remove hubs as you reduce your pop.
You get a good number of coal from the outpost for the first bit till you get higher gen level than thumpers or mines both can produce more than enoguh coal. 3 steam thumpers produces enough coal for a maxed out gen (base range) with 6 steam hubs 3 24/7 3 workplace ones witrh heaters everywhere know that for a fact as thats my go to new home setup. Winterholm never need that amount thou as temp gets no where near as low. I use mines on winterholm myself and only ever at the steam level at that.
Winterholm is not about extending its about reducing you need to move there crap into areas that are heated not extend and once you can reduce gen range. Gen range is rather crap esp in this case where a ton of the room is wasted via the crappy placement of buildings.
As said you should be providing screens of your base tech and law trees to get better advice untill you do any advice is only shooting in the dark which doesn't help anywhere near as much. Otherwise if you want it all spelled out for you the "perfect" answer vs jsut tips, watch any survivor mode play of that map ideally one that aims for a perfect dreadknoght. There are quite a number out there. As than what your doing ends up not mattering as its spelled out from day 1.
In Endurance sandbox I can have no discontent and almost full hope with only 3 watchtowers and propaganda building.
No fighting arena, no moonshine, no public houses.
I managed to have no gravely ill people, but during second and third cold wave I had 40-50 sick people from cold houses (child shelters and medic helpers).
When I had lack of people before upgrading to houses I moved people to coal and food (to gather resources) and during storm when I had to close hunters I moved people to gather wood and steel and made tech upgrades.
For the first question, it is possible to have high hope, but it is rather difficult to do so. From the ruin clearing to the evacuation, there will be events and decisions that will make hope fall. Be careful with your choices is all I could say about this one.
For the churches, did you build it near residents? It is useless if it isn't near occupied residents.
For the second question, coal thumpers would provide enough to keep the generator running. However, it should be noted that the coal thumper provided a coal pile enough for multiple gathering posts. If it isn't enough, add more gathering posts.
But there are also the outpost, the coal mine, and the charcoal kiln. Build more of those, and if it calls for it, use automatons, extended shift, or emergency shift if you needed to. Note that the last two would cause discontent, while the first would increase the coal consumption.
Then again, what i gave you were tips, not literal guidelines. It may or may not help you since that depended on what you encountered randomly in the scenarios.
You cant save everyone but you most def can save 550 (by having extra leave at 500 so hard to do otherwise 500 if not)/the 650ish while having 0 deaths among those that are left at the end. Its been done on survivor and recently at that last time I seen someone do it on vid was nov. I myself have saved 500 but never with 0 deaths before that point norm lose about 10.
I have one wall drill, 2 steel mines, 2 coal mines and 2 gatherers to each thumper. Also 10 hunter huts.