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Same for coal, you have to research coal mines or coal thumpers (read the description, coal thumpers only produce a pile and you need to gather coal on the pile).
I'm trying to say you can't coast in this game, you need to play aggressively, if you fall behind that curve, the disaster will avalanche ha ha.
So you need to be scouting to get that extra bit of wood AND researching AND building the thing you just researched.
You also have to find tricks such as upgrading day buildings during the night so there's not lost production, whenever there is a warm bump turning down or shutting off the generator and heaters to save coal.
And of course the city layout matters massively but not directly. I changed mine from keeping all the houses in the center, now I build a heater near the edge and build more heaters that way so I don't have to research ring techs. That may not work for all scenarios.
Oh and don't forget the culture stuff cause some of that stuff is VERY helpful but other not. I kinda don't like it when they do that, I wish they would make it all have pros and cons.
I would say it is a rather demanding and stressful game, you do have to play several games and make mistakes so you know what your city design will look like and what techs to prioritize. Keep thinking of ways to make incremental improvements, or look for or ask for strategies that other people find to work.
I think a good strategy is : scrimp and save and cheat and be cruel to your people to do whatever it takes to build as many research centers as possible. But there is not enough time to get all techs so you have to know the ones you are going to get. What is your order for the techs you get?
Coal piles can keep you going for a while until you start to look into heating upgrades at which point thumpers and mines quickly become needed.
Wood and steel piles are the true trap however and one of, if not the, first things you start making is a workshop to research the sawmill and steelworks. Both because they don't run out of resources nearly as fast (or at all with the steelworks) and also, but far more importantly, because they can bring in those resources far faster than you could even with a gathering post.
Piles look like an easy way to get the things you need but you can just never get those things in fast enough. The only reasons to go for them are; A lack of other options, you have some people spare to go get them or (the most common reason as the game goes on) they're in the way of something you want to build.
The furthest I got was one thumper and the hothouse, and by that point all my wood had been spent building tents to keep people from being homeless and medical stations that got overrun within a day.
Just checking that you do know that you can collect piles of resources that just on top of the surface. There is wood, coal and iron, and all you need is to allocate people collecting them, no technology needed. Do you do that?
The moment you have both a workshop and enough wood get a sawmill and following that a steelworks. Resources are now sorted for the immediate future.
If you wait a day or three your people will ask for housing letting you get a free hope boost for building them.
For food you can go about three days on medium difficulty before people get hungry. Use this to put off building a cookhouse, also saving on wood for when it's in such shot supply.
It also gives you a few days to both try and get a source of food supply and to pass one of the cooking laws to get more from your opening food stocks.
Typically, you don't even need to sacrifice housing to get a workshop up day one if you plan things right. Child labor helps with that, too.
Wood should never be a significant problem outside of On The Edge or extreme economic difficulty unless you make a big ♥♥♥♥♥ wucky in terms of planning the early game out.
I guess I done made a big ♥♥♥♥♥ wucky, then. Lmao.
Once that last bit's done, irrespective of whether or not I had the resources to do it before that, it's tents for all as normal.
*Edit*
Also I'll take child shelters (for even more ways to boost medics) over child labor any day I can.
If you're getting overwhelmed by housing and medical you might be bringing in too many people too early before you're ready for them. As others have stated above, you have to prepare before things happen. The game even says it in the loading screen tips, if you are reacting to things instead of being prepared, you're going to have a bad time.
This game is all about the trial and error, keep learning and trying, you'll get it. It's good that you asked on here. This game has great community always willing to help.
The Beacon allows us to send scouts to search the wilderness for goods and survivors and bring them to our city. Lookouts will also spot incoming groups of people. 5 mouths less to feed and 5 mouths that can persuade other people to come join your city. You can have three groups of them all doing their thing. Until the ill scouts fully return to your city you don't have to worry about them, but you will have to maintain where they live as they still belong to your city.
Maybe you missed the opportunity to send your ill people as scouts to go out into the frostland in search of additional resources and people?
PS: There are sites in the frostland that have a potential for killing your scouts. You can either accept their loss, rebuild another scout squad in their place or savescum just before the event and that way ensure that they always survive. Note: cannot savescum on Winter Survivor level.