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1) You can fail the occasional citizen needs demand and still get this achievement. (I was also going for "Better than London" and ended up forced to accept a housing demand that I failed by one bunkhouse!)
2) You can use the Foreman law from Order to boost productivity without impacting this achievement. Great for stocking up on Coal as it works on Automatons too... never needed the thumpers myself, also good for boosting research.
- put everyone else out of job (research earlier before storm, wasnt needed) right before -150 C
- closed public house before -150 C
- infirmaries allways staffed (steam hubs and heaters on), 7 needed (make 8 to be sure)
- didn't reasearch (and everything below first tech): outpost, factory, charcoal kiln, hothouse
- had 9 hunter hangers and 5 cook houses
- sent out scouts to get refugees faster to the city (you can intercept them), used the closed discoverd location to station scouts (all speed upgrades researched before refugees came)
use this guide from the op, but everything that he wrote that contradicts with what i wrote here, use my advice. just did it (30 minutes ago from writing it)
- add to the point above: it is ok that your citizens are in freezing cold homes for a short period, even the snowflakesymbol below the hope bar can come up
- no one died (hunger, scout or sick or anyone else)
- build tents before them requesting it and everytime before new people came in (not a moment of homelessness)
- build 8 tents and 2 healing stations before first night ended (healing stations first)
- no automatons (no prosthetics needed, not even the law)
- used sawmills (no steam sawmills, allthough can be used) and when the wood was gone 1 wall drill (for last 5 days or so)
- law tree adaption: fighting arena, public house, child shelter, medical apprentices, cemetery, ceremonial funerals, sustain life, extra rations for the ill, care house
- when people wanted to stay at home and pray i let them
- child shelters can get cold (with steam hub on and heaters, no problem)
- cooks and hunters out of job right before storm begins (at -100 C)
Things to add here:
- i didn't prevent the thefts
- i didn't supervised the cooks (let them steal)
- did sign fighting arena law
- did sign public house law (but no moonshine or house of pleasure)
- did faith (but no faith keepers)
- faith: house of prayer, evening prayes, shrines, temple (thats it)
- let grafiti happen (do nothing)
- never turned generator off after 18:00 on first day (turn on at 18:00 first day)
- keep tents, bunkhouses, houses allways above chilly (except storm, see below why)
- dismantled coal mines before the storm
- had 4 steam coal thumpers and 20 gathering posts (option didnt came up to build additional)
- put the generator in overdrive 2 times (for 36 hours right before when -120 C starts, rest 10 hours before -150 C, activate right before midnight)
Magic Turtle - i didn't try faith, maybe some time in the future but I never pick houses of healing, generally a bad choice. Also in the New Home scenario you'll have plenty of engineers available for the infirmiaries and medical posts