Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Faith is easier for a first playthrough.
Building enough houses of prayer or watchtowers/guard stations to cover people's homes will boost hope. Passing Morning gathering and building a temple will give you a permanent hope booster as well and propaganda will also do the same. Building shrines near workplaces and making sure every child has a place in child shelters.
Just to name a few at the top of my head. The specialized buildings for path of faith and order have boosters you can use like Ceremonial service, evening prayers, sermons and funerals for every death and public penance if you take the path of faith and patrols, issuing propaganda flyers and so on. Every promise you fulfill will also raise hope significantly.
Of course people will panic when they hear Winterhome has fallen, it doesn't exactly give people hope that they to can survive. Every time people are frightened or you break a promise, their hope will fall. They fear the storm, so of course they lose hope. Every time a child or an adult dies, cleric or guardsmen beaten, they will lose hope. If you make decisions that is unpopular, pass controversial law, use forceful persuasion or resort to triage then hope will fall.
Watchtowers/Chapels - Make sure every home is covered by one of these. Watchtowers must be garrisoned. Then use church services and patrols.
Churches/Propaganda center - Build it and then use its abilities. This does it best
General laws - Save the cemetary law for when people actually die. Many like that boost hope.
Prevent deaths - Deaths cost alot of hope.
Well that was the worst part of it. By the time they heard Winterhome had fallen, the hope bar was about 3/4s full. I'd never failed a request, and gave them everything they wanted all the time, discontent was at 0% when the news came. They had literally no reason whatsoever to panic, but all because some guy showed up and said a bad thing, my constantly prospering city where everyone lived comfortable lives suddenly freaked out like everything was going to hell.
That's why it felt like a cheap loss. It's like telling a millionaire that they've just been given a £50 parking fine and their response is to commit suicide for the loss of pocket change.
It doesn't matter how well you were doing, events are scripted and will cause hope to fall and even discontent to rise. It's your challenge to manage it.
There wasn't much I could do. As I said, I did everything I knew of to raise hope prior to the news arriving, so once it happened, I had no laws to choose or buildings to make that would raise it because I'd already done those things.
I made two house of prayer and conducted a sermon, but that wasn't enough to raise hope high enough to prevent the exile, so it felt like I was just locked in to a fail state because there was no way to generate enough hope to prevent it in time.
But this was my first time playing the game, there likely were things I could have done that I don't yet know about. It just felt bad that I went through all the early game struggles and finally got everything working right, only to lose because of some unexpected scripted event that I didn't seem to have any control over or way to get out of.
Actually it's better to sign any desired hope diminishing laws prior to Winterhome (Child Labour, Corpse Disposal, House of Pleasure, etc.), though it's really not necessary to metagame like that.
Again, I repeat, it doesn't matter how well you are doing until scripted events occur, these events are part of the challenge and it's your task to make sure your people survive. Nothing about this post-apocalyptic world is fair, the clock is running out and the human race is on the brink of extinction. You can't only look at the present and what you can do in the "now", you have to think ahead, prepare yourself for the worst case scenarios and deal with every obstacle that comes along. In my opinion, that's the beauty of the game.
Until Shining Hector mentioned it, I had no idea Evening Prayers were even a thing. I only discovered the Sermon option because I was just clicking about while I was waiting for the work day to start. If I'd known about them, I'd have avoided the fail state, but the faith system had just been dumped in to my lap, and then the game expects me to learn everything about it, build all the buildings I require and then utilise it all to prevent a fail state in a matter of minutes, when completely unprepared for it because it was my first run.
Shining Hector's advice was very useful though. It's nice knowing that anything I do leading up to that event has basically no consequences since once the fall of Winterhome happens, it practically resets the hope bar back to 0 and I have to build it all back up again. Guess the best move would be to simply make as few laws as possible before it happens so I can use it to boost hope up once it has. It really could have handled the introduction of order/faith better than just ditching the player in to a fail state in order to force it on them, because it doesn't leave a good impression on first time players. Why would you want to continue to play a game that essentially uses events as a way to cheat and make you lose, regardless of the progress you've made?
Not saying the game isn't fun, it's really fun, but pulling something like that on the player really cheapens the experience.
Btw, I did mention evening prayers before Shining Hector did (along with a few other things that raise hope) and I was also the first to mention that it doesn't matter how good you were doing before scripted events occur. Everyone here though have given you good input but it appears you've not read it through all that carefully. I hope you do know that it's actually possible to pause the time in the game, which you can use to inspect buildings and what functions they offer you as well as read about the laws. Had you done that, maybe you would have faired better on your first try.
You may not like having the rug pulled out from under you when the game throws wrenches in your plans, but that's exactly one of the reasons that made this game so successful. Since you dislike it so much, then maybe this game is not for you because I can tell you that the other scenarios will have similar things happening, sometime all at once like Fall of Winterhome.
And I apologise for not noticing that you had mentioned it beforehand. I am being as civil as I can here, it's just frustrating when I was having so much fun with the game for it to pull this kind of cheap trick for the sake of 'difficulty'. I'm not annoyed about it stripping away all of the hope bar I'd so carefully spent time building up, I'm annoyed that it demanded I learn a whole new mechanic with new buildings in such a short amount of time in order to prevent a loss caused by it doing that. If it had instead just caused people to leave if I didn't deal with it, that would have been fine, or if it had given a longer time limit than 2 days so the player has time to learn the new order/faith mechanics, construct the buildings and then utilise them, that would have been fine, but for it to give an instant game over with almost no time to learn what has just been dumped in your lap like that despite the fact that the city was still prospering was just dirty.
The main benefit of "nice" laws (Child Shelters, Cemetery) is the boost in hope, which is pointless when it all gets wiped away in one fell swoop. You're in precisely the same spot after Winterhome whether you were a nice captain or not, so there's little reason to pick Child Shelters and Cemetery or to pass on House of Pleasure in A New Home.
I wish I could tell you why they waited to introduce purpose (the path of faith or order) to the game in New Hope, but it is what it is. Two days however is more than enough to raise hope again using the means we have advised. As long as you inspect every law and every building you will increase your chances to succeed. Anything else is trial and error.
If you consider that dirty however, I fear you won't like it once you have run out of time when the great frost storm hits. How you prepare with the time you've been given is detrimental whether or not you actually manage to survive the great frost at the end of the scenario. It's very likely that most players were not able to survive it the first time despite all their preparations because the storm is brutal.
As for the great frost storm, I expect as much that it'll be a very difficult challenge. In a weird kind of way I get similar vibes from this as I get from FTL, where reaching the end is only part of the struggle, and the big finale is the true challenge to overcome, and all the choices and events that have happened up till then have hardened the player to prepare them for it. That's a potential fail state looming over me that I know is coming and can expect to have happen, and from the sounds of it, the introduction of the purpose mechanic is the only event that's going to pull a cheap trick on me, so I'm sure once I get past it I'll be having a lot more fun.