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https://www.youtube.com/watch?v=yy1bSKCp_Ow
Use 24h shifts +upgrade for economy buildings helps a lot.
Get all the motivation upgrade: chapel, good food, comfy quarters and bathouse.
Be sure to set the vent to the same shift as the generator buildings to save fuel.
for docks, first get one to import steel, then you might need an advancedfishing habour with 24h shifts to feed your population and later when you need it a wood dock
get 2 scout teams asap. one for camps, one for resources and workers
have 2 advanced fishing harbors eventually
always go engineer route. factory inspectorate helps with safety
if the ocean freezes destroy reloading stations and build infirmaries (although 24 hr shifts should help you finish the generator before then
this is just what i do. also early on always order more workers and steam cores
lastly, always make sure you have at least 10 steam exchangers in production, and research research research.
However in short the most important thing is the 24 hour shift. Yes it uses an absolute but ton of workers but, your people don't get angry when you use it and it means you can work at full effecieny for double if not triple the amount of time in a normal day and can easily allow you to catch up if you are behind schedule.
However, unless you've built up a significant backlog, you should use a Steam reloading station instead, as it closely matches the output of the dock to each pile instead of significantly outrunning it (but then again, you probably built up a backlog prior to researching it, and that stuff is never getting off the dock otherwise if you keep the dock running)
But, far more important than the logistics cost is the matter of space and capacity. You aren't going to fit 12 gathering posts in range of a dock, which is what it takes to keep up with an advanced dock (along with directly gathering from each pile as well, at increased worker cost and more sickness once the cold comes). The 2 near the generator can only fit 1 or 2 each iirc and the ones away from it can fit like 6.
If you use a Steam reloading station for a single pile, it uses 10 workers to replace the work of 50 in gathering posts (55 if you're directly working the pile as well), at the cost of 40 additional logistics, which saves you 40 (50) logistics, which is worth 20 (25) workers. You now have 10 workers replacing 50 (55) and then 20 (25) workers that can be used for anything else, at any time.
These numbers improve when you use upgraded 24 hour shifts, since it's now 15 workers replacing 75 (83) with the same 40 logistics cost, so you save 80 (96), equivalent to 40 (48) workers.
You can abuse the three generator component plants as infinite storage. Scheduling a structural profile will use up the resurces immediatly, but you get them back if you cancel it. So you never have to build an additional storage at the cost of additional micro management.
Produce the generator components in advance when the toxic gas level is too high to work on the generator, due to the lower base thread level of those plants.
Likewise, dump all your worker into the gernerator parts once the gas level is low and build them all in parrallel.
Use the supercharge ability as much as possible. Regardless of thread level, put one worker into the generator part, activate supercharge, remove the worker. Instant 20% progress and net to no chance of that worker getting hurt. If you take long enough you could even activate a second supercharge for the same part.
Cold only comes on your 1st blind playthrough, if cold comes (even on Extreme) you're doing it wrong.
-Saw mills can provide all the wood you need up until the later parts of the scenario.
-Generally, laws that are exclusive to this scenario are better than their generic counterpart.
-Don't ask for too many workers, you will need many steam cores to get your core buildings.
-If gas levels are too high, have your workers do something else (crafting pieces for the next steps for example), it is okay if you are a bit late compared to the schedule, you'll catch up later.