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early game
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Nikas Zekeval
İlk olarak godplace tarafından gönderildi:
what is the best tech upgrades for early game? day 1-10

You can get deep into the tech tree using extended shift and by day ten, depending on scenario and how aggressively you are scouting.

A couple early tricks, useful for all, but I'm assuming A New Home as the default here. Also events can force changes, if you have a cold snap coming, you might need to divert to heat techs. If you are getting swamped in sick people, you'll need to boost medical techs, and heat as well.

One, you only need the generator on at night before the first temperature drop. And if you overdrive it during that time, from a bit before 20:00 to about 05:00? You can get away with having homeless people. Just be ready to rush up tents the night of the first temp drop.

5 guys on a coal pile should be enough to get you through the first night, and have some people nearby to build a gathering post to cover the coal-steel pile area at the end of the day.

Two, build two workshops during the first day and start research ASAP, slapping one with an Emergency Shift. This gets you an extra 12 hours research the first night, which pairs with my preferred "Scout Rush" strategy. Returning scout teams can bring a load of resources and people back, so generally pay off to get them out early.

First day, Faster Gathering, Sawmill, Beacon, Tier I unlocked (last two started during the overnight E-Shift).

Gathering to bring in the resources, especially wood, enhancing the gathering posts (Two built during the day, they at least break even), and the sawmill because you are spending wood hand over fist setting up your city, I recommend ripping up the ring road to use that wood elsewhere right away.

Beacon so you can have it built and your first scout team launched a bit before or by noon. That will let you rescue at least one group and having them back before 06:00 the next day, getting a full work shift out of them. The Tier unlock is so you can have researched a second scout team and send them out at the end of the work day.

Those cover most of day two, at which point you are prepping for the first temp drop, as well as planning for running out of most gatherable resources by the end of day three, save coal.

So the end of day two to day three is a mix of heat techs (heaters, steam hubs, and increased generator heat) and getting your basic steelworks researched, along with food production. I prefer hothouses, a couple Industrial ones can handle my food needs in the early game.

The first cold snap coming will redirect your research from production techs to heat/survival ones.

Day four to five, is moving to unlock Tier II, and get Faster Scouts, and also Steam Steelworks. Then I'm generally moving on to Tier III to unlock Industrial Hothouses, since I probably have enough steam cores coming back to get a couple running.

From there? Sawmill Improvements, getting Tier IV and Advanced Steel Works, maybe Steam Sawmills and finally aim for Coal Thumpers by the end of the week. Most scenarios give you enough coal you can wait on that for some time, especially if your scouts bring back a couple loads with them. Depending on the needs, I'll work in improved housing, aiming for redesigned homes before slapping them down, if I can squeeze that in before coal starts running short.
4
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