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Building should always be done before the next day if you are building less buildings than your pop/10 assuming no overnight shifts. If overnight shifts reduce pop up people working overnight first than /10. As a building can take most of the night by the time they walk there and build it. Place the buildings before shift ends not after so the action is qued in after shift if you place after shift it gets droped lower in there action que. People will not leave there job to go build unless you remove them from there job till shift end. Don't overbuild is the biggest trick to not have stuff take to long.
If you want to build pre shift end or control whos building just remove enough people to build that building from there jobs the jobless will build it so long as you did this pre the people with jobs starting.
Building is vary fast when you consider how long it takes to make a building in reality the game could vary well make you keep builders staffed and have it take a week to make resource depots or two days to make simple tents that would be more realistic. So no the building dose not take to long and you losing some work time is not really a problem really it should be after hours people don't build as you can consider building a job, so wouldn't really complain about losing a hour or two of work. That hour or two should not make you fail. In fact I have done survivor runs where part of the "challenge" was to never make stuff after hours to include a "builder" job to add difficulty and still are able to complete the game just fine.
Yeah I also wondered why the game doesnt just include a regular "builder" job like other similar games do. Or at least some researchable techs or laws that would speed up building. But I guess youre right that building an entire coal mine in 7-8 hours is still pretty good haha :D
Also I noticed that my people often fall ill while building...any way to prevent this?
I have found that only happens if the temperature drops alot and they have to walk a long way, having a gathering hut nearby should help (with heaters researched). Or if its really cold i do not build till the temps rise a little.
Walking to the job site which includes there dailly job they work at back home to a build site or any other time they walk anywhere temp has NO effect what so ever on there sick rate.
Since last autumn thou via retesting making everyone's homes and workplace deep red so 0 sick chance than having 10 workers build in purple temp for a 24 hour period. If it worked pre last autumn building temps did not cause sick when building so resulted in no sick people over that day. But since last autumn retesting I have always seen some sick but no amps (if it was using the temp of the outside you would have at least 1 amp on avg as purple temps odds for amps are that high) but norm only see sick and not even grav ill at that during said test. So building temp is being added into the calc now when building but not at the outdoors temp it seams to be treated as chilly at worse and some level of insulation if above that, but donno haven't bothered to test it much since last autumn as its minor. The amount of sick since don't get grav ill or amps from it makes it not worth heating the location to build still.
That being said if you are going to be heating that area already it is worth making the steam hub first than building as the heated location will prevent the sick. The amount of sick you get thou is only worth if you are already heating that area for another building thou.
Reason being for the above via a dev post a long time ago it takes to much resources to track workers every step so they only take home and work temp into account. Building temp was not taken into account due to them wanting to always have a way to build even in extreme temps before you are able to heat the area. Given i'm seeing sick since last autumn (may be a bug or unintended change) that may or changed or got less forgiving thou only getting sick is still quite forgiving.
Do test yourself if you want via the test above to see if you get more than just sick as I din't spend much time at it since last autumn so you might see some grav ill or amps with a low chance that I din't see in my limited runs.
@ober yes building placement dose matter when building as they will not build till they walk there. That being said building placement dose NOT matter for normal work days the work day will always start and end on time the worker only loses there free time for having to commute just like real life. Building placement dose matter for med and food buildings as they must also walk there to get food or med aid so placing them near tents where everyone must go at some point is norm a good spot. Alt some near the map entrances is good in high diffs to "catch" the near dead refugees in some maps as in the highest diff there time from reaching city to death is that fast they cant even walk to the city center in time quite often.
Nice one, I have been trying to do that a couple of times on high myself in the last few days, but a couple of things go wrong and I have the patience of a damp squid, so I kind of rage quit and try again :p
Edit
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Done it :)
Some advice:
-research is super important, get 4 workshops up in the first few days and keep adding, by the end I had like 9-10 operational workshops
-dont bother with sawmills and coal thumpers, it will only waste precious research time. Get that wall drill going and keep it upgraded, do the same for coal mines and you will be fine. I added a sawmill at the very end when I already researched everything important to help with the 600 wood for mancheseter
-obviously, researching efficiency for automatons and engineering automatons, so you can research 24/7, is super important here. I even burned through some of the lower research tiers, just to get to these upgrades. Dont do heating/food&shelter research unless you really have to.
-you can save a lot of coal by turning the arks heaters and hubs on and off and by using overdrive
-I personally decided not to finish the automaton project. I stopped it at the point where the efficiency gets increased 5 percent, which is nice, but i dont think its worth it to pay a steam core for medical automatons. That extra steam core in early game can be really helpful, as you can use it to make a new automaton or upgrade your walldrill instead.
-generator/steam hub range upgrades are not needed in this scenario
-you will only need 2 scouting teams, 3rd team or an automaton scout are not needed. For scouts, I only researched the second scout team and the first upgrade of their sleds. I managed to explore everything when there were 5 days remaining. Return your scouts to your town once in a while to get those steam cores and resources
-you can use soups/sawdust meals to make the 2500 food rations quicker. However, I feel its possible even without that, but it definitely helps
-extended shifts are a must
good luck!