Surviving the Aftermath

Surviving the Aftermath

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Dragonknight Sep 15, 2021 @ 2:38am
Ideology
Whats the difference between the three branches of ideologies? I personally chose survivalist for my new playthrough but was wondering what other branches have to offer?
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Showing 1-15 of 18 comments
jbradhicks Sep 15, 2021 @ 12:48pm 
Thanks for prodding me, I meant to go through all three sets of tech trees and compile this list. Found a bug, doing so, too.

SURVIVALIST:

Food: Survival Skills. +20% production speed, Trapper and Hunting Cabin.
Food: Emergency Harvest. +50 harvest speed, all Fields.
Resources: Lumberjacks. +1 work slots, Lumber Yard and Logging Camp.
Infrastructure: Efficient Heating. -50% energy consumption, Radiator and Industrial Radiator.
Community: Upscaled Tents. +??% happiness, Crowded Tent and Crowded Emergency Shelter.

INDUSTRIALIST:

Food: Fish Fodder. +3 fish, Aqua Farm.
Resources: Sledgehammers. +30% production speed, Concrete Scavenger.
Resources: Junk Recycling. +2 parts, Mechanic Shop.
Resources: Conveyor Belts. +20% production speed, all Auto-Extractors.
Infrastructure: Panel Coating. +40% durability, Solar Panel and Large Solar Panel.

PROTECTOR:

Community: Solid Foundations. +40% durability, Shanty and Improved Shanty.
Community: Reinforced Concrete. +40% durability, all Houses.
Safety: Guard Patrols. +1 work slots, Guard Post.
Safety: Calibrated Lathes. +30% production speed, Gunsmith and Grand Gunsmith.
Safety: Prescriptions. +25% healing speed, Medical Tent and Field Hospital.
Last edited by jbradhicks; Sep 15, 2021 @ 5:13pm
Dragonknight Sep 16, 2021 @ 2:30am 
Originally posted by jbradhicks:
Thanks for prodding me, I meant to go through all three sets of tech trees and compile this list. Found a bug, doing so, too.

SURVIVALIST:

Food: Survival Skills. +20% production speed, Trapper and Hunting Cabin.
Food: Emergency Harvest. +50 harvest speed, all Fields.
Resources: Lumberjacks. +1 work slots, Lumber Yard and Logging Camp.
Infrastructure: Efficient Heating. -50% energy consumption, Radiator and Industrial Radiator.
Community: Upscaled Tents. +??% happiness, Crowded Tent and Crowded Emergency Shelter.

INDUSTRIALIST:

Food: Fish Fodder. +3 fish, Aqua Farm.
Resources: Sledgehammers. +30% production speed, Concrete Scavenger.
Resources: Junk Recycling. +2 parts, Mechanic Shop.
Resources: Conveyor Belts. +20% production speed, all Auto-Extractors.
Infrastructure: Panel Coating. +40% durability, Solar Panel and Large Solar Panel.

PROTECTOR:

Community: Solid Foundations. +40% durability, Shanty and Improved Shanty.
Community: Reinforced Concrete. +40% durability, all Houses.
Safety: Guard Patrols. +1 work slots, Guard Post.
Safety: Calibrated Lathes. +30% production speed, Gunsmith and Grand Gunsmith.
Safety: Prescriptions. +25% healing speed, Medical Tent and Field Hospital.

Thanks bunches for this detailed answer!
Fugitive Unknown Sep 17, 2021 @ 12:40pm 
So, looking at this...

Survivalist seems strong because the bonuses come very early when everything is insanely tight and you are short of everything. The Harvest speed seems really good since a lot of your food is going to come from harvesting. In theory the tent bonus should be huge since it takes a while to upgrade, but honestly, I don't see the effect of the tents on happiness (it may still be a thing, but I can't tell).

Industrialist seems pretty good. Fish farms aren't too far down the tech tree and they are way more efficient anyway than hunting for protein. The sledgehammer is ok, though I'm rarely in a huge rush for concrete until I'm ready for houses (and the game is over at that point). The solar panels are ok, but honestly you want wind later anyway so meh?

Protector: These seem... terrible. Guard posts are next to useless because the guards don't respond to attacks very well. I get more guns than I normally need from scavenging, and by the time I have prescriptions, I've probably got 242525 medical tents up. I guess the shanty upgrades are ok, but I usually go Communial housing with interior walls,a nd this is literally the only trait that seems to matter in this ideology?

Am I too far off here? I'm certainly no expert at this game so I'd be willing to be corrected.
jbradhicks Sep 17, 2021 @ 10:38pm 
My one all-the-way-through playthrough of Platinum was done with Protector ideology. I didn't even notice I had Calibrated Lathes, I think I didn't bother to research gun shop upgrades until I was out of anything useful to research. I also went duplex in my housing, so those two skills were useless to me, too.

But I got through the entire early game with 2 med tents, then added 1 medical center in the mid game, and never needed any more than that until very late in the end game. Prescriptions is THAT good.

Also, I put guard towers with 3 guards in a handful of places and stopped worrying, almost entirely, about "colony under attack" alarms. One guard tower with 3 guards meant that nothing hostile that came through the gate made it to the first building. One guard tower with 3 guards next to the outermost buildings, the ones animals tended to attack, meant that anything smaller than a Wild Boar just got erased without my bothering to scroll over there. I think it has to do with the fact that until you get the 3rd guard, there are long periods of time where 1 guard is home asleep and another is walking there or back, it's the third guard slot that guarantees the tower is actually occupied 100% of the time. I found it very useful.

Unless the ideologies change again, the next time I play through, I'll probably go Survivalist because spamming Logging Camps got exhausting, needing 1/3rd fewer of them is a big deal, and because I leaned heavily on Hunting Cabins for both meat and fiber, so making them even more awesome is something I want to experience. With those (and one Aqua Farm in the endgame for the Iodine Pill recipe) I would expect to be massively overstocked on meat without building a single ranch, and with +50% harvest speed on farms, I can't imagine even wanting more than 2 large fields.
Eventide Sep 18, 2021 @ 11:48am 
I also chose "protector" this time, and found that making guns is a waste of time... thanks to the new Outpost type. Guns are among the slowest items to be used up, and my world map is (slowly) delivering more high-end Automatic weapons than I can use ;)

One of the Societies I found, will sell 50-100 firewood, a great boost I buy as often as possible, nearly eliminating that problem for less than 100 colonists ;)

Healing speed is a great bonus to have, during a pandemic. But overall "Protector" bonuses do seem weakest / less useful.
Last edited by Eventide; Sep 18, 2021 @ 11:53am
iceflake_joanna  [developer] Sep 22, 2021 @ 4:27am 
Jumping on this thread just to say that the tech that shows +??% happiness is technically correct though very unclearly represented. Essentially the Tents give your colonists a happiness penalty as they are of poor quality - you might have seen already the debuff called "Poor Shelter" in the colonist info. This tech will negate this debuff so that colonists living in tents will no longer get this debuff - technically raising the happiness "boost" from -1 to 0. Definitely not clear, we hope to have it better explained at some point! :)
jbradhicks Sep 22, 2021 @ 11:55am 
Replace the +% with just "+1 happiness" then?
iceflake_joanna  [developer] Sep 27, 2021 @ 4:19am 
+1 happiness would not necessarily have been correct - as it yes would raise the level by 1 but not to the level of +1 happiness. If that makes any sense? Anyways - this should be fixed in the next patch with better wording :)
Rye Encoke Nov 17, 2021 @ 4:42pm 
Originally posted by jbradhicks:
Thanks for prodding me, I meant to go through all three sets of tech trees and compile this list. Found a bug, doing so, too.

SURVIVALIST:

Food: Survival Skills. +20% production speed, Trapper and Hunting Cabin.
Food: Emergency Harvest. +50 harvest speed, all Fields.
Resources: Lumberjacks. +1 work slots, Lumber Yard and Logging Camp.
Infrastructure: Efficient Heating. -50% energy consumption, Radiator and Industrial Radiator.
Community: Upscaled Tents. +??% happiness, Crowded Tent and Crowded Emergency Shelter.

INDUSTRIALIST:

Food: Fish Fodder. +3 fish, Aqua Farm.
Resources: Sledgehammers. +30% production speed, Concrete Scavenger.
Resources: Junk Recycling. +2 parts, Mechanic Shop.
Resources: Conveyor Belts. +20% production speed, all Auto-Extractors.
Infrastructure: Panel Coating. +40% durability, Solar Panel and Large Solar Panel.

PROTECTOR:

Community: Solid Foundations. +40% durability, Shanty and Improved Shanty.
Community: Reinforced Concrete. +40% durability, all Houses.
Safety: Guard Patrols. +1 work slots, Guard Post.
Safety: Calibrated Lathes. +30% production speed, Gunsmith and Grand Gunsmith.
Safety: Prescriptions. +25% healing speed, Medical Tent and Field Hospital.


Does this still apply for the November 16 patch/release?
FrozenOJ Nov 17, 2021 @ 5:23pm 
Originally posted by RyeEncoke:
Originally posted by jbradhicks:
snip


Does this still apply for the November 16 patch/release?
I was wondering this too, as I go to make a new colony. I might look and see if this is roughly the same in 3 test ones but I don't trust my own research lol.
FrozenOJ Nov 17, 2021 @ 6:38pm 
Originally posted by jbradhicks:
SURVIVALIST:

Food: Survival Skills. +20% production speed, Trapper and Hunting Cabin.
Food: Emergency Harvest. +50 harvest speed, all Fields.
Resources: Lumberjacks. +1 work slots, Lumber Yard and Logging Camp.
Infrastructure: Efficient Heating. -50% energy consumption, Radiator and Industrial Radiator.
Community: Upscaled Tents. +??% happiness, Crowded Tent and Crowded Emergency Shelter.

INDUSTRIALIST:

Food: Fish Fodder. +3 fish, Aqua Farm.
Resources: Sledgehammers. +30% production speed, Concrete Scavenger.
Resources: Junk Recycling. +2 parts, Mechanic Shop.
Resources: Conveyor Belts. +20% production speed, all Auto-Extractors.
Infrastructure: Panel Coating. +40% durability, Solar Panel and Large Solar Panel.

PROTECTOR:

Community: Solid Foundations. +40% durability, Shanty and Improved Shanty.
Community: Reinforced Concrete. +40% durability, all Houses.
Safety: Guard Patrols. +1 work slots, Guard Post.
Safety: Calibrated Lathes. +30% production speed, Gunsmith and Grand Gunsmith.
Safety: Prescriptions. +25% healing speed, Medical Tent and Field Hospital.

New 1.0 version!

SURVIVALIST:

Food: Survival Skills. +25% production speed, Trapper and Hunting Cabin.
Food: Emergency Harvest. +100% harvest speed, all Fields.
Resources: Lumberjacks. +1 work slots, Lumber Yard and Logging Camp.
Infrastructure: Efficient Heating. -50% energy consumption, Radiator and Industrial Radiator.
Community: Upscaled Tents. Reduce happiness penalty, Crowded Tent and Crowded Emergency Shelter.

INDUSTRIALIST:

Food: Fish Fodder. +3 fish, Aqua Farm.
Resources: Sledgehammers. +40% production speed, Concrete Scavenger.
Resources: Junk Recycling. +2 parts, Mechanic Shop.
Resources: Conveyor Belts. +25% production speed, all Auto-Extractors.
Infrastructure: Panel Coating. +40% durability, Solar Panel and Large Solar Panel.

PROTECTOR:

Community: Solid Foundations. +40% durability, Shanty and Improved Shanty.
Community: Reinforced Concrete. +40% durability, all Houses.
Safety: Guard Patrols. +1 work slots, Guard Post.
Safety: Calibrated Lathes. +40% production speed, Gunsmith and Grand Gunsmith.
Safety: Prescriptions. +33% healing speed, Medical Tent and Field Hospital.

My setting for all of these were on the easiest, which is now 50%. I don't think settings change the tech trees but sharing just in case that's why some of my values were higher. Otherwise they're the same as far as I can tell.
Rye Encoke Nov 18, 2021 @ 12:20pm 
Originally posted by FrozenOJ:
Originally posted by jbradhicks:
SURVIVALIST:

Food: Survival Skills. +20% production speed, Trapper and Hunting Cabin.
Food: Emergency Harvest. +50 harvest speed, all Fields.
Resources: Lumberjacks. +1 work slots, Lumber Yard and Logging Camp.
Infrastructure: Efficient Heating. -50% energy consumption, Radiator and Industrial Radiator.
Community: Upscaled Tents. +??% happiness, Crowded Tent and Crowded Emergency Shelter.

INDUSTRIALIST:

Food: Fish Fodder. +3 fish, Aqua Farm.
Resources: Sledgehammers. +30% production speed, Concrete Scavenger.
Resources: Junk Recycling. +2 parts, Mechanic Shop.
Resources: Conveyor Belts. +20% production speed, all Auto-Extractors.
Infrastructure: Panel Coating. +40% durability, Solar Panel and Large Solar Panel.

PROTECTOR:

Community: Solid Foundations. +40% durability, Shanty and Improved Shanty.
Community: Reinforced Concrete. +40% durability, all Houses.
Safety: Guard Patrols. +1 work slots, Guard Post.
Safety: Calibrated Lathes. +30% production speed, Gunsmith and Grand Gunsmith.
Safety: Prescriptions. +25% healing speed, Medical Tent and Field Hospital.

New 1.0 version!

SURVIVALIST:

Food: Survival Skills. +25% production speed, Trapper and Hunting Cabin.
Food: Emergency Harvest. +100% harvest speed, all Fields.
Resources: Lumberjacks. +1 work slots, Lumber Yard and Logging Camp.
Infrastructure: Efficient Heating. -50% energy consumption, Radiator and Industrial Radiator.
Community: Upscaled Tents. Reduce happiness penalty, Crowded Tent and Crowded Emergency Shelter.

INDUSTRIALIST:

Food: Fish Fodder. +3 fish, Aqua Farm.
Resources: Sledgehammers. +40% production speed, Concrete Scavenger.
Resources: Junk Recycling. +2 parts, Mechanic Shop.
Resources: Conveyor Belts. +25% production speed, all Auto-Extractors.
Infrastructure: Panel Coating. +40% durability, Solar Panel and Large Solar Panel.

PROTECTOR:

Community: Solid Foundations. +40% durability, Shanty and Improved Shanty.
Community: Reinforced Concrete. +40% durability, all Houses.
Safety: Guard Patrols. +1 work slots, Guard Post.
Safety: Calibrated Lathes. +40% production speed, Gunsmith and Grand Gunsmith.
Safety: Prescriptions. +33% healing speed, Medical Tent and Field Hospital.

My setting for all of these were on the easiest, which is now 50%. I don't think settings change the tech trees but sharing just in case that's why some of my values were higher. Otherwise they're the same as far as I can tell.


Thanks for the info, so basically the same with a few percentages actually increased and nothing decreased. Very good to know
ellacharmed Jun 17, 2022 @ 7:35pm 
Aren't the rewards shown in-game already? Hover over rewards(building or buffs) and a new panel would pop up with the above info...that's where the poster above got the info from.
FrozenOJ Jun 18, 2022 @ 2:59pm 
Originally posted by ellacharmed:
Aren't the rewards shown in-game already? Hover over rewards(building or buffs) and a new panel would pop up with the above info...that's where the poster above got the info from.

Yes they are, but you'd have to start 3 new games and hover over each thing and by the time you did that you've probably forgotten the ideology specific reward info for the first one. Or at least I think that's how I did it but I haven't played in a few months.
ellacharmed Jun 19, 2022 @ 12:44am 
I should have quoted the poster above me who was complaining that the info above should have been in game and not require players to seek the information elsewhere and outside of the game to boot.

I suppose quoting would be a good practice for instances such as this where they deleted their posts after the fact and make the timeline of replies seem nonsensical.

Wouldn't players start 3 games anyway just to see what the differences are for their strategy in dealing with the 3 different Ideologies? In this sort of games I like to go through things for myself instead of reading about it. I would then ,seek the differences in the wiki, and then the forums (if wiki page do not exist) when I wanted a summary so I can compare all on one page. Which is why documenting in wiki format is ideal as we seldom would check the dates of posts and thus the relevancy of same.
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