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That being said if your eng in the medposts get sick assuming only one the medposts dumps the people in there out as no staff for the medpost so it’s closed even no appears open. As such if your staffing with only one eng to get enough beds which given sustained life I can see that being the case that would be your issue.
Also even no people show in treatment there as you said not really there till they walk there. If there currently doing a task such as working they can and often will finish there task first as such you need to remove workers heading to treatment or sick from there workplaces if you want them there faster. They also may go to eat first esp if there hungry so placing cookhouses near medcenters help with that but might be hard early.
Of hand can’t remember anything else that can delay them.
Radical really is the way to go on this map and you have to deal with amps anyways at some point to win either way. It’s not just speed run strats its just the better way as you have to deal with them anyways as getting people back to work bs having a large percent of your pop useless right away and taking away eng to keep them there really hurts you.
However in the patients list I can see lots of people are still walking to the med post. I can't be -sure- the ones who die from not receiving care are the ones still walking, but I am assuming it is those people who are dying..
I was talking about the first few hours also.
As said people show grey as soon as they have a bed not once they are there until they are there they are not safe from death. As such them being at work or otherwise that stops them from going there right away will delay them. Or going for good or otherwise. Getting the medposts open right away is important for that reason and they are NOT open for grav I’ll to even start walking there till radical or sustain is signed. As such if you assign them a task before signing that they will start doing other stuff and delay them more such as building or clearing ruins.
New sick most def can be happening in those few hours on extreme as the day starts at 12 and calculates sick between 1-4 as such right away you are in sick calculation time. As such there is a chance you are getting sick depending on the actions being taken esp as people start without homes so there temp are home is low. That chance is low but always present. ESP for the eng you have working as they are working in the cold. Even outside that calculation time you can get sick just more likly within that time so will see a spike at that time always.
None of the points above I mentioned are made wrong by it being within the first few hours.
Also you mentioned getting the post made at the start of the workday and having them all assigned a bed this likly takes 12 hours that’s not in the first few hours at that point as now you are into the 2nd half of the workday and vary likly to have new sick and people caught at there workplace as your obv building before people go to the medposts showing there is also clearly tasks they have likly been assigned. Never done it with sustained but you face the same issues of radical you need to have the grav I’ll head directly to the medposts that means not giving them tasks till they go. The game always assigns tasks to the healthier people first and worst people last. This includes work and building.
In my version of the game, I am able to build enough medical posts for all sick by 08:27 which I think is dfiferent from the 'second half of the workday' that you experienced. My workday starts at 8:00 on the first day but perhaps in your game it works differently.
In my version of the game, the total number of reported sick people is 36 from the time that the scenario starts until the first death. I am watching this number from the start of the game and I do not see it change (before people die) so I count the number of sick as the actual number the game displays as being sick. It is certainly possible that there are 'secret' unreported sick, but my game does not show these to me, so I do not know how many 'unreported' sick there are, I am just reading the number the game is showing me.
However your suggestion about making sure that sick people do not have any tasks was what I needed to change, by making sure no sick people were assigned jobs and being more careful about where I built the medical post, I was able to get all regular and gravely ill into "In Treatment" status before anyone died.
Thanks for your help :D and P.S. Don't worry I never said you were wrong about anything that you said happened in your game
Pass Sustain Life ASAP and your gravely ill will get priority in the med centers, kicking out regular ill. You have time (however little) to complete construction of additional medical posts as these 'regular' ill are not going to die right away.
In order to do the above, staff the Pub and turn headers on in order to get regular ill into med centers in order to lower discontent. I also built some fighting arenas but I don't think these helped in time to matter.
Consider where you build the med centers because sick people may die while walking there. Consider demolishing a tent or two if you think it might help, although in my 'winning' strategy I did not have to do this.
As long as the gravely ill don't have jobs, I would say get the game to show you exactly where they are all standing and you can hopefully use this to figure out why they do or don't make it in time. Usually the first death rolls in by 11:30.
Never said anything happened in my game. In fact never tried a game since your post haven't done the mode in a long time so my numbers was slightly of but still accurate as even with the numbers slightly of the point remained the same vary real chance that you had sick. Never once said that you did have sick said it was a chance as you dint provide anything that showed otherwise had to address that possibility. Just like you never gave times that the death happened or the times your medposts where done. As such made a realistic estimate to give advice based on. Told you all the possible case of what it could be due to you not providing the info needed to help you so could only address what possibility's there were. Which from the first post listed there travel time and them doing other tasks first. If you want more accurate advice you need to give accurate info. Not ballparks like a few.
I can also have 2 cookhouses in place, thousands of food available, and have people die from hunger. Only ever happens on Survivor/Extreme difficulty. On any lesser difficulty it's easy to get a zero death playthrough unless you pick a law that has a scripted, guaranteed death attached to it.
This is with no extended or 24 hour shifts going either, I had automatons staffing everything. All my people had to do is just sit around and eat/sleep.
Are the generator malfunctions scripted? I'm wondering if it really matters whether you get the initial objectives done fast vs just on time.
There is no unavoidable deaths on extreme other than 1-2 deaths that are rng based in the final storm on a new home. Every other mode is quite possible to constantly do deathless and has been proven on many occasions. Even those 1-2 can be avoided most of the time if setup well.
using your example of hunger where you place those cookhouses is jsut as important as how many. you want 1 cookhour per 250 pop so if pop was 700 2 is not enough. As a cookhouse can only have 250 people "in line" at a time. As such if more than 250 pop per cookhouse starving people not in line wont be moved up and as such might not eat in time. As higher diffs time to death from not eating is quite fast having room in line always is important. While having a cookhouse in the middle of no where making people walk a long way after work or before work to eat only increases there odds of death. Cookhouses should be placed near homes as people are free of tasks before and after a work shift. As such placing there gives the shortest path when they go. Having them all in the same place also dose not help.
Same with when new people enter the city they might already be near death so not having cookhouses and med centers near the entrance will result in deaths. Placing of buildings only really comes into effect on extreme as the times to death are so short but they are most def not unavoidable death.
Even winterholm and refugees the two hardest maps have been constantly done deathless go watch crystal daz or ddr jake for vids on it not going to explain all the fine stuff to prevent deaths.
In your med treatment case already answered above travel time. People will finish there task unless YOU tell them not to if your not micro managing your people by telling them to leave there jobs and go for med aid your wasting time. IF they further have to go to a medpost first than a carehouse than infirmary wasting even more. Which is why medposts are removed once infirmary are placed same with carehouses removed once they are no longer needed to make people go directly to hosue of healing or infirmary. While placement is important. Medcenters must be near houses as most of the sick are calculated at night when people are home so want them nearby to go right there. With as said some med centers near the entrance to the city for new people. If you have them assigned to build something they will go there first. If the cookhouses are far from the medposts they may eat first than get treated as both hunger and sickness are equal prio to deal with so should be close to each other. Your people never just sit around they always have tasks that including eating sleeping getting med care going for prayer or morning gatherings. Morning gather is one law that can be a blessing or a curse if you sign it than place medcenters far from the gen they have a long time to walk after they finish the morning gathering task that they will go to before going to med. So if using that law you place medcenters vary close to the gen.
I will call bull on your situation thou without pics as for someone working in a orange place orange house that means 0 chance to skip directly to grav ill. This means that they have over 1 day to get med aid and not die. So unless your base placement is quite bad to the point you shouldn't be in extreme, with them going to medposts first than droping to grav ill on the way going to care house than infirmy walking a good way each time and likely doing other task on the way. Vary unlikely they wont make it there within a day. If there getting stuck in a building that a bug and a known one. But than you should be reporting that and reloading to fix via kicking them out yourself (close the workplace reopen). Even in the case of the bug thats not they dieing in a unpreventable way as you can still prevent it via closing and reopening the workplace. People don't just die randomly even in extreme.
They are scripted you don't want to rush the ruins. you want to remove them slowly so they you get all the possible rescue events if you clear to fast you can cheat yourself out of pop by not having them pop up as no ruins for example. The 2nd part wont start till the normal day either way.
The events cause less damage if you have more eng staffed in the repair station when the accident happens. This allows you more time to get steel for prefect dreadknoght.
Perfect dreadknoght is hard but deathless refugess is considered the hardest by many. Thou if just going for the win or survivor achievement refugess is easier than winterholm.
hunters have no chance at all to get sick other than for a vary short time the moment they enter/exit it even at -100 (the coldest non storm temps you see) you will see mabye 1 out of 100 people a day get sick on extreme and not even grav ill. So not worth the cost.
Durring a storm thou they shut down but people still got here so you have to shut them down yourself or remove the workers or else massive amount of sick will happen.
Heating them is nothing more than a waste of steal and coal. As they are not in the building.
I paid attention to this and noticed that sometimes people can die because if they are (regular) ill, they will go to work if there are no beds available in a medical post. Then they may become gravely ill while at work. I believe what happens here is that normally, a gravely ill person would kick a regular ill person out of their bed in the medical post if you have Sustain LIfe. So the regular ill person goes untreated but the gravely ill person gets to the medical post and no one dies (for now).
However, if the person became gravely ill while working, they will keep working and wait until their shift is over before seeking medical treatment. At that point they may die while walking from workplace to medical post or infirmary.
When I had 80 ill not being treated, I had to keep an eye on the list and anybody 'going to work' I found them on the employee list at their job site and dismissed them. By doing this I prevented anybody from dying due to lack of treatment, and I got things under control because I had just built two infirmaries. Fortunately I only had to do this for about 5 people, this is more micro than I enjoy in a game so I'm glad it didn't last for long.
The other trick I learned was to get all the gravely ill in one place by not opening too many medical posts before Sustain Life is signed. Then put the Infirmary right next to those medical posts so the gravely ill don't have a long walk. Care House is risky to do before Infirmary because gravely ill will have to make two walks outside, chance of one dying goes way up.