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It WILL kill people at some point yes. And when the first death happen, I think you will have a good chance of losing someone again
I used it a lot in the arks scenario on workshops for tech (in hard). I had only 1 death for a lot of uses. so i thought the odds were low, but here i have it every time on my 3rd use... i am confused...
So for a no death run, this option cannot be used more than once.
Too bad...
This means no the option cant only be used once it can be used back to back alternating between two workshops all game and is something you want to consider. It VASTLY increases your tech rate and is game changing for the difficulty of the game.
You do want to wait till you have snowpit up to use it the 2nd time norm your 5th or 6th law so you end up delaying the 2nd use a day or two. But after that you just keep using it. Losing 2 most i seen was 3 eng over the game is a small price to pay for 100% tech speed for 12 hours dailly. As with 5 workshops your only getting 200% tech rate for 12 hours with extended shift. witch is norm about all the eng spare you got on higher diffs at most. So this means a 50% overall increase in tech speed by allowing 2-3 eng to die. Well worth it. As those 2-3 eng wont even fill up a another workshop witch wont even give you another 10% tech speed durring the day witch is mabye 1% more overall tech speed.
If going no death no you cant use it more than once unless you use it while giving your eng a break.
By using 24 hour shift than 3-4 hours after its use taking the eng out of the workshop and giving them a slight break for 2 or 3 hours you will not have a death. 3 hours after for 3 and a half hours I find works the best but the worst gain. 4 hours after and 2 hour break is the best gain but needs to be timed right. You will have to do this every single time after the first use as every single use will kill someone if a break is not given. This still adds +8-10 hours to the workshift witch thou not as good as the +50% of allowing the death still allows about +35-45% witch is still massive. Of course if you miss time the break someone may die so suggest saving till used to the timming.
For the break thing, i find it too painfull to micromanage. Workshops are on extended shifts, so the 24h adds 10h, if i need to time a 2-3h breaks, it adds only 7hrs. it kills the "fun" for just 7hrs extra.
But good to know on a real emergency for ressources, cookhouse or sth else.
anyway, thanks a lot for the detailed info, much apreciated
Ya its a pain to manage I norm use the break thing 2 or 3 times in the start witch allows you to get 3 or 4 techs extra from the first tier or 2 techs with a bit of a 3rd from the 2nd tier as a bonus that alone is enough to take the edge of the game and goes a long way to giving a leeway. This is on extreme on lower diffs you will get even more techs out of it as research is faster. Its well worth it esp for the 2nd night when you still have just got extended shift so you still get massive value from it esp before having many workshops setup. Assuming getting extended as law 3. This lets you delay it to law 4 with little to no loss as the cd happens overnight and is off cd at approx 5 in the morning enough to get full value the next day only costing you 2 hours of one shift. Allowing you to sign eg a food law for law 3 to get food going day 2 (towards end of day) vs 3 stoping people from going into "hungry" state and needing 2x food to pull them out while still getting extra rations from a food law. Or a med law but shouldn't need a law that early you might good to have options.