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The non-annoying answer is - I'd go for taking the automaton. Not that it matters much, but when you get an automaton early in the scenario, it is proportionately a bigger boost to your economy. True, you will ultimately have one steam core less, but that really doesn't matter in the late game, when you're literally swimming in resources.
Amanoob105, you wont be able to get cores when the storm is happening ?
When the storm hits, you cannot exit the city. The only sources of cores are outside the city.
How cold the storm get,
My last round, I got my first my people death (not the man who die at your front door) and the death of my town in -60 but that when I did not use the scouts and the gathering building the wrong way.
You will enjoy the game much more if you don't ask us to spoil it for you. Otherwise, there are YouTube videos showing the entire game, but then what's the point of playing?
Thanks you all for helping and answering me
Yup, it's down to your preference.
If you're still getting the hang of how to play the scenario, then you might benefit from the resource boost by taking the automaton right away.
If you've already nailed how to play the scenario, you may as well do as Amanoob105 says, and take the cores, as you won't be hurting for resources even early on. That being said, if you've nailed how to play it, then it doesn't really matter what you do with the automaton.
Bear in mind that, until you increase the efficiency of the automatons through research, an automaton produces negligibly more than a full team of people working an extended shift (and you should generally have all your workplaces on extended shifts all the time). An extended shift is 14h, while an automaton works for 24h, but if it is unupgraded, it does so at 60% of the efficiency of humans. That's 24h*0.6=14.4h, so you only get 0.4h of extra work from an automaton compared to just staffing a workplace with humans.
So, output-wise, taking the early automaton is like getting an extra group of 10 people. But, your scouts will already be bringing in survivors all the time, almost from the get go, so even early on in the game, the real increase from the automaton is like going from 120 to 130 people. Nice, but hardly crucial.
There are a few benefits compared to humans, of course - you don't need to house or feed the automaton, it doesn't get sick, and you don't need to heat the workplace that it is working in. But, again, if you've gotten the hang of the gameplay, you won't be hurting for resources and people anyway, so these things won't be a problem.
Automatons become much better than humans once upgraded. The problem is that, by the time you can comfortably upgrade and build automatons, you are already swimming in resources. Specifically, you need to devote the time to research the factory and the automaton upgrades, and then you need the resources to actually build the factory and the automatons. All of that is very expensive time and resource-wise, so by the time you can comfortably do it, the resource boost from upgraded automatons doesn't matter anymore. I still build a lot of them late in New Hope, because they're fun, but the scenario is completely doable without a single automaton.
The best first use for automatons, in my opinion, is to research engineer automatons and stick your first few automatons into your workshops. Normally, you want to always have one of your workshops on an Emergency Shift, to keep your research going 100% of the time, but that means you'll be using one Emergency Shift per day, and that gives you a daily hit to discontent. That's manageable, but it's obviously better to not have that hit. An unupgraded automaton won't really give you perceptibly more research than a workshop staffed by humans on an emergency shift, but you won't get the discontent.
Overall, I think automatons are fun, but it'd be much better if there were some sort of bottleneck or something, that would be a serious hindrance, and that could only be efficiently solved by using automatons. So, you'd have an incentive to devote the resources to building one, and then it'd feel like a struggle, but once you've done it, you would feel like you accomplished something and can now do something you couldn't before. Unfortunately, that's not how automatons are balanced.
Using gathering building in the range of the beginning resources deposit,.
The scouting and the use of gathering post in the beginning is a big help, not sure how I survival up to -60 with doing that.
I have the problem with cold so those automaton will help for me
No, it won't. To avoid confusion, there are two laws - Emergency Shifts and Extended Shifts.
Emergency Shifts sets one workplace to work for 24h. The downside is that it raises discontent quite a lot. Apart from that, you can use Emergency Shifts as much as you like. There is a mechanic attached to them, however. The first time you use Emergency Shift, you will just get the discontent hit. The second time you use it, you will also get a scripted death. (That is only if you use it on a workplace that is NOT a resource pile. If you keep using it only on resources piles, you will never get a death from it, nor any of the subsequent events.) The third time you use an Emergency Shift, you will get a person refusing to work, and you can either end the emergency shift or tell the person to get back to work (which raises discontent). The fourth time you use Emergency Shift, people will ask to get food for Emergency Shifts. If you refuse, there will always be a chance that a person will die when you use Emergency Shift. If you say yes, there will be no more deaths from Emergency Shift. However, they will now cost 10 food per use. This is the option that I think everyone chooses - 10 food is a very small price to pay, to avoid one or two deaths per day (as most days you should be using one, sometimes two, Emergency Shifts.)
The other law is Extended Shifts. The benefit is that you get more work from your people. The downside is that, as long as a staffed operational workplace has an Extended Shift, you will have some discontent from it. (This discontent disappears once you remove the Extended Shift.) In addition, people on Extended Shifts will have less time before and after work to build. That's a minor problem, but it can sometimes be a nuisance. You can also get people demanding that you stop using Extended Shifts for a few days (it's up to you what you do). Apart from these things, there are no specific negative effects from using Extended Shifts. Perhaps that people will be spending more time in their workplace, so, if it is colder than their home, they'll be more likely to get sick.
A good thing to know is that there is a trick to Extended Shifts. A few workplaces on Extended Shifts won't have a big impact on your discontent. A lot of workplaces will. If your discontent gets too high (from all sources, not just Extended Shifts), people will make you an ultimatum - if you don't lower discontent sufficiently within two days, you will be ousted. However, during the night, when workplaces are closed, you can simply remove Extended Shifts from them. The moment you do that, the discontent associated with them disappears. This means that You can literally just remove Extended Shifts on your workplaces, reduce discontent sufficiently to remove the ultimatum, and then just put the Extended Shifts back on. That way, you avoid the biggest problem of Extended Shifts, while still getting the benefits of the extra work. It's cheesy as hell, and an oversight on the part of the developers, but it's almost essential on Extreme, at least if you want to win without losing people.