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Feed them all nothing, then when the mor- i mean hunger bar hits 50 or they get the starving condition feed them apple pie, bam right back to 100 across the board. This is insanely cheap, 3 food and 1 herb per pie means you can feed 20 people fully all with guaranteed 100 morale just for 60 food and 20 herbs every ~2 days!
This is WAY better than 44 food and 120 herbs a day! (30 herbs makes 10 food for infinite food)
If you do make food with herbs that means only 90 herbs (100 if you include the pies) a day to feed the crew infinitely.
Yes it comes with the hungry debuf but like all that does is stop passive healing of morale and health. If you have medical car which you should then they still heal. So this saves you having to waste resources on upgrading the infantry cars with the healing buffs too!
Crew takes a morale hit? no worries they needed feeding anyway
More and more villages being deserted the deeper you go into the campaign seems to be a random thing. I would reckon that you simply got exceedingly unlucky to get that many abandoned village events.
I would consider this guide to be much more important for the first few chapters of the game, rather than the second half. It sets one up for the long haul, as by the time you finish chapter 3 you will not be running into resource shortages due to the initial build-up.
I was hoping that the latter DLC's would add more areas to visit, which would, in turn, further bolster the strategy I have laid out here. More locations = more resources for your mobile industry.
Frankly, I don't think the game's economy can stand up to this strategy, because of how the prices and items are balanced.
Part about keeping upgrades when swapping the train engine is excellent info. That type of thing is always my worry in any management game or RPG, where I wonder 'wait, will all those upgrades jump to the new item I bought that replaces what I had been using'. So that's good info to share.
I am looking forward to replaying the game once all the DLC is out. If the extra missions will add more resources for acquisition, I might update the guide, if the impact on the economy will be noticeable.
Keep on keeping on!
Early gunpowder acquisition only really matters if you want to have the maximum amount of cash by the end of the journey. Which adds nothing to the experience by itself. :D
There is a lot of merit to following your advice, especially for a more balance play through. This entire guide is heavily skewed towards wealth acquisition first and foremost, which is a holdover of my own focus on survival and city building sims, such as Frostpunk.
6x Scouts
1x Machine Gunner, Grenadier and Rifleman each
2x Medics
Thus I sell (only to merchants at POI's) the tier 1 weapons that are excess to requirements, alongside what I noted in my prior comment. I also had enough credits to buy up all of the gunpowder, metal, wood etc that has been available up until and including Penza (none of which has been sold at all).
Admittedly I didn't take a screenshot at the time, though what I can say is that I am currently at Aksanovo, I have the workshop, kitchen and hospital cars, 113 metal and 710 gunpowder, 220 pistol ammo, 400 rifle ammo and 250 machine gun ammo.
To each their own, however it is possible if you forego luxuries like medical kits, first aid kits, cigarettes and alcohol.