Frostpunk

Frostpunk

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Frospunk - New Home (normal mode) step by step.
By fernandofsr
This is a walkthrough for Frostpunk New home (normal mode) and has two types of structured help:
1) A summary of instructions to a daily city evolution;
2) A step by step list of daily events with the time, resources gathered and actions taken to achieve such instruction. I hope you enjoy!
   
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Introduction - this is a no death run!
My name is Fernando. I am from Brazil. I know my choices are not the only way to play Frostpunk, but I will describe the way I imagined as the optimized approach. When I end day 8 I have the production of every resource well set and the game is basically won. If you like, jump to day 10 to see what I am talking about.

This version is about New Home in normal mode, the only way I played so far (well, not anymore).

By the way, I have a save game for each of those events and could add more screenshots in the future if requested. I manage to adjust the size of images to fit more in the guide.

If you want to check the extreme mode guide, check the link below:
https://steamcommunity.com/sharedfiles/filedetails/?id=3352108850

My main priority guidelines are:
1) Research time;
2) Workforce;
3) Steam Cores (SC);
4) Steel.

So here is my Journal (looks much better in my text editor).
Day 1 - Workshops and Beacon
Day 01 Summary
The main point is to start and keep research going as fast as we can. Research wins the game. To do that we must collect enough wood and steel to supply research but also to build our city.

Also, plan ahead! First on how many resources you aim to collect each day and second what you want to build, leaving to build as much as you can after the working shift. The city structure will benefit from carefully placement of your buildings and streets. The range of Steam Hubs, Arenas and other area of effect buildings is an example.

Another important decision is about laws. To improve our working hours I choose Emergency Shift and Extended Shift.

My goal for Day 1 is to build:
1) 2 workshops at the start (30 wood, 10 steel);
2) 1 gathering post (15 wood and 5 steel) and a road (6 wood) near the nearest source of wood/steel as soon as we gather the resources;
3) 1 Beacon (20 wood and 35 steel) as soon as the Beacon research ends;
4) 1 scout team (40 wood) as soon as the beacon is built;
5) 1 gathering post and road at night near the other source of wood/steel.

I also want to collect 42 coal for the night. That will allow me to turn the generator on for 6 hours from 23:00 to 5:00 (use the Overdrive also). This coal is not really needed but helps. The heat will lower discontent and prevent sickness, more important in my case because I won’t build tents today.

Finally, to support that, my research order will be:
1) Beacon;
2) Faster Gathering;
3) Sawmill.

Day 01 (08:01) New Law 01
Coal: 0 Wood: 30 Steel: 10 SC: 1 RawF: 100 Food: 0

1) Law: Emergency Shift;
Why: Don’t want to waste a second without at least one workshop doing research 24h/day.
2) Build 2 workshops;
Advice: Put them on the second ring, just behind the stockpiles.
3) Send 15 works to gather steel and 30 to gather wood at the nearest crates;
Advice: Remember that workers start collecting as soon as they are assigned to work, so when they reach the crates we will already have resources to …
4) Build a gathering post.
Note: While the building is in progress the 1st workshop gets ready.

Day 01 (10:19) New Research 01
Coal: 0 Wood: 10 Steel: 4 SC: 1 RawF: 100 Food: 0

1) Research: Beacon;
Why: Since I value workforce, scouts need to find more people ASAP.
2) Build the road you may need for your beacon before the research ends.
Advice: I do that with only one worker so the rest keep collecting.
Note: I will need 20 wood and 35 steel to build the beacon. Soon after that another 40 wood to create the scout team will be spent. I used the workforce on the steel exactly to achieve that (15:55), using most of the rest on wood. I say most because I planned to have 42 coal by 18:00 to use from 22:00 to 4:00 with overheat ASAP, so I sent 5 to retrieve coal during the last 7 hours. After the coal ends, the heat will still be up until 05:13.

Day 01 (15:56) New Research 02
Coal: 29 Wood: 45 Steel: 35 SC: 1 RawF: 100 Food: 0

1) Research: Faster Gathering;
Why: What I really would like to do now is Drawing Boards to reach More Scouts. That path is too expensive for now. Second option would be Steelworks, but we will need extra wood for the 2 buildings. So the aim would be Sawmill. After some tests I decided to do the next 3 in the following order: Faster Gathering; Sawmill; Steelworks. The timing the research allowed me to do the buildings was perfect and the extra resources from an early Faster Gathering helped me complete my tasks, since I am going to use an Emergency Shift on my gathering post at 18:00 to allow research to keep going throw the night.
2) Build the Beacon.
Advice: Remove all workers from steel and move them to wood.

Day 01 (17:55) Emergency Shift (EmS)
Coal: 41 Wood: 45 Steel: 4 SC: 1 RawF: 100 Food: 0

1) Emergency Shift: On a workshop and, 5 min after on the gathering post;
Why: I always have one workshop on EmS to keep the research on. The gathering post is only going to do that once, to help keep the research and building needs until the next day begins.
Advice: I wouldn’t do this if there were going to be fatalities. But since there is a trick to avoid that I will use them. The trick is to remove a minute before the scripted death all workers that are on EmS and put them back on a few minutes later (2 min will do).
2) No roof: when this show up, promise to provide some shelter;
3) Near 19:28 the Beacon is ready. I create a scout team and send them to Lost Expedition.

Day 01 (22:22) New Research 03
Coal: 35 Wood: 13 Steel: 11 SC: 1 RawF: 100 Food: 0

1) Research: Sawmill;
Why: Speed up wood collecting to prepare for Steelworks.
2) Build a new gathering post ASAP for wood/steel.
Day 2 - Sawmills and Steelworks
Day 02 Summary
I start the day choosing the second Law: Extended Shift (ExS). The goal is to have all workers using it at all times, if discontent allows it. If the discontent bar starts to blink, you may need to leave some out groups in normal shift. At the end of the day I will choose Child Labor – safe jobs. My math tells me it helps more than the alternative and the extra hands on gathering posts or direct collecting will boost our fragile start.

My goal for Day 2 is to build:
1) 1 sawmill as soon as the research is done;
2) 1 medical post (after working time);
3) 4 tents (after working time);
4) 2 steelworks (after working time) – to rush steel;
5) 2 sawmills (3)* (after working time).

*Note: the number after the building is the total buildings of that type.

I will receive 34 more people (34 + 80 = 114 total) from my early made 1st scout team to help at 11:42 to help out accomplish all that. I also want to collect 42 coal for the night again, but ended getting 83 coal, so more heat hours tonight (remember to use the Overdrive from at least 22:00 to 5:00 this time).

Finally, to support that, my research order will be:
4) Steelworks;
5) Drawing Boards;
6) More Scouts.

Day 02 (02:01) New Law 02
Coal:13 Wood: 5 Steel: 14 SC: 1 RawF: 100 Food: 0

1) Law: Extended Shift (ExS);
Why: I need to use it on nearly every working building for some time. Every extra effort in the base start can have a huge effect later on. There is a trick to never trigger the event to stop using ExS. Just disable it after 20:00 and enable at 5:00 to reset the discontent.
2) At 05:00 put that new gathering post and my 2nd workshop in ExS.

Day 02 (05:22) New Research 04
Coal: 0 Wood: 22 Steel: 22 SC: 1 RawF: 100 Food: 0

1) Research: Steelworks;
2) Build a sawmill ASAP;
3) At 06:17 the scouts found 3 children, 9 engineers and 22 workers. Escorting now;
4) At 08:00 put all remaining workers on wood/steel.
Note: Used some math to make sure those 2 gathering posts barely have stock by the end of their shifts, so maybe I can scrap them at the end of the day. I will try to get also the same 42 coal for the next night.
Note: At 08:00 have only 2 sick from my 5 hour coal usage last night (no roof yet).

Day 02 (10:54) New Research 05
Coal: 0 Wood: 70 Steel: 42 SC: 1 RawF: 100 Food: 0

1) Research: Drawing Boards;
Why: Reach the More Scouts option.
Note: At 11:04 sawmill was ready.
2) At 11:42 scouts arrived home (34 more workers). The scouts went to Sturdy Shelter now.
Why: I want to reach Large Convoy with them, leaving Gloomy Cave for my second team.

Day 02 (17:04) New Research 06
Coal: 35 Wood: 251 Steel: 67 SC: 1 RawF: 100 Food: 0

1) Research: More Scouts;
Why: to rescue more workers ASAP.
2) After working hours, build a medical post, 4 tents and 2 steelworks.
Why: there are 2 only steady sources of steel in this game: these 2 steelworks and a future colony, but that colony is only reachable after act 1 is complete (what I delay until day 15). That is why I rush to steel production.

Day 02 (20:01) New Law 03
Coal: 83 Wood: 201 Steel: 82 SC: 1 RawF: 100 Food: 0

1) Law: Child Labor - safe jobs;
Why: the apprentices bonus are too low compared to having extra workers IMO. And I aim to get the “all jobs” too, basically to have them as builders. Using ExS leaves less time for building, so that will help a lot.
2) Turned on the generator at 21:15 due to the 83 coal I got this time;
Advice: I use “overdrive” at least from 00:00 to 05:00 to help prevent sickness. The damage to the generator is temporary and heals back over time.
3) Build 2 sawmills (3 total).
Day 3 - more Workshops and a Cookhouse
Day 03 Summary
I start the day creating my 2nd scout team to speed up finding people and resources. Also I create 2 new workshops to speed up research. It is time for me to add a cookhouse and start dealing with hunger. The next law will be Child Labor - all jobs. Maybe I should go with arena, which would make my life a lot easier, but since I am using ExS on every one I can, the building time could use children that can build. That is the only reason for this choice, because I won’t put children to jobs that can trigger death accidents.

Another controversial decision: I like to build a 2nd cookhouse. Why? In my experience I benefit from double the speed of people being served. I like to close the cookhouses (remove workers, close pretend I am going to dismantle and pause) just before the start of the working hours (5:59) to avoid people with the “going to eat” status and not achieving 100% production all times. And, since I use ExS a lot, they have fewer hours to feed as well (add to that building time preventing then to eat).

My goal for Day 3 is to build:
1) 2 workshops (4) (starting 00:15);
2) 1 cookhouse (starting 00:15);
3) 3 gathering posts and steam hubs (after working time);
4) Steam hubs (after working time) as needed – I build 2;
5) 1 cookhouse (2) (after working time - this is optional);
6) 1 medical post (2).

I will receive 34 more people from my early made 2nd scout team (34 +114 = 148 total) to help at 22:07 to help out accomplish all that. This time coal gathering will be much more than enough, but don’t forget to use the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
7) Sawmill Upgrade;
8) Drafting Machines;
9) Steam Steelworks;
10) Steam Hub.

Day 03 (00:13) New Research 07
Coal: 60 Wood: 160 Steel: 86 SC: 1 RawF: 100 Food: 0

1) Research: Sawmill Upgrade;
Why: I only need to get Steam Hub and Heaters a little before the temperature drop (day 4 -morning). My math tells me I can research 5 more techs before that deadline or just a little after. I will go Sawmill Upgrade, Drafting Machines, Steam Steelworks, Steam Hub and Heaters.
2) Create and send a 2nd scout team to Gloomy Cave;
3) Build 2 workshops (4) and a cookhouse;
Why: I am trying to get Heaters in time for the temp drop. The extra workshops will make me run the only medical post with 4 engineers.
Note: At this point I have 11 sick and 34 hungry. I will delay the second medical post until I have more engineers. It will out! By the way, I will use only 2 cookers for now.

Day 03 (07:24) New Research 08
Coal: 57 Wood: 100 Steel: 76 SC: 1 RawF: 100 Food: 0

1) Research: Drafting Machines;
Why: Again, going for Steam Steelwork to rush steel production.

Day 03 (13:01) New Research 09
Coal: 176 Wood: 193 Steel: 112 SC: 1 RawF: 58 Food: 73

1) Research: Steam Steelwork.
Note: I want to upgrade the 2 steelworks during next night.

Day 03 (14:02) New Law 04
Coal: 197 Wood: 193 Steel: 123 SC: 1 RawF: 50 Food: 89

1) Law: Child Labor - all jobs;
Why: Well, in my tests when I use ExS too much I lack building time during the night, so having children building too helps a lot. I never put them in other grown up jobs because of the accident event. Fighting Arena is the other option, to help me manage my high discontent. In fact, maybe choosing Fighting Arena 1st is better, because the hope/discontent gets really cranky for a while without it.
2) At 14:49 the 2nd scout team survived the bears and found 34 new workers. Scorting;
Note: I will reach my limit in wood soon. I will build and pause some resource depots to stockpile that extra wood/steel. The intention is not to really build them, but to extend my stock beyond the 300 limit I have for now. When I need it I can simple delete them and get 100% back as long as they didn’t start being built.
Note: At some point I received a No Roof message and promised to provide shelter for all.
3) At 18:00 I build a 2nd cookhouse;
Why: this is an attempt to serve more meals during the night.
4) At 18:31 the 1st scout team dismantled the automaton and moved to Large Convoy.
Why: I rather make 2 automatons later then enjoy 1 a little sooner. That will let me keep 2 working automatons on steel while my 3rd gets studied by the engineer event.

Day 03 (18:39) New Research 10
Coal: 294 Wood: 311 Steel: 171 SC: 1 RawF: 20 Food: 149

1) Research: Steam Hub;
2) At 20:00 I dismantle both steelworks to build steam steelworks and a 2nd medical post;
Note: Turned on the generator (for good this time).
3) At 22:07 the 2nd scout team arrived in the city and left to the Observatory;
Why: To find even more workers.
4) Build 3 gathering posts and steam hubs where they are needed.
Day 4 - flying hunters and Factory research
Day 04 Summary
During this day I build more tents (to fulfill a promise). In fact, the idea is to have roofs for everyone from now on. I also research Flying Hunters to produce food, allowing me to start producing food skipping hunters’ hut. But, I will have to build (and dismantle) one hunters’ hut because there is a promise like event that asks for either a hunter’s hut or a hothouse.

I research Factory to build it during the night (and be ready to make 3 automatons starting in the next morning at 6:00). I can make 3 (not 2) because I choose to dismantle the one I find exploring.


My goal for Day 4 is to build:
1) 7 tents (11) (to fulfill a promise);
2) 1 hunters’ hut (just to fulfill a promise like event – and then dismantle);
3) 3 gathering posts and steam hubs (after working time);
4) Steam hubs (after working time) as needed – I build 2;
5) 3 flying hunters;
6) 4 more tents (15);
7) 1 medical post (3).

I will not receive more people today, but will at the early hours of day 5. Keep remembering to use the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
11) Heaters;
12) Hunters’ Gear;
13) Flying Hunters;
14) Factory.

Day 04 (00:53) New Research 11
Coal: 287 Wood: 209 Steel: 143 SC: 1 RawF: 10 Food: 133

1) Research: Heaters;
2) At 06:46 the 1st scout team found 45 workers and went back to base.

Day 04 (07:11) New Research 12
Coal: 321 Wood: 232 Steel: 101 SC: 1 RawF: 20 Food: 26

1) Research: Hunters’ Gear;
2) Started building 7 tents (11) to fulfill promise.
Why: Next item to balance is food production.

Day 04 (11:34) New Research 13
Coal: 524 Wood: 280 Steel: 174 SC: 1 RawF: 0 Food: 53

1) Research: Flying Hunters.
Why: I will be able to skip hunters’ hut as my 1st food supply. After that I’ll go for Hunting Tactics.
Note: After hunger ended, I closed the cookhouses for the rest of the working day.

Day 04 (17:12) New Research 14
Coal: 714 Wood: 401 Steel: 241 SC: 1 RawF: 0 Food: 53

1) Research: Factory;
Why: I could go for Hunting Tactics, but workers are not going to be lacking next day and, with those new 79 (45 + 34) new workers arriving soon and 3 steam cores, I rather start making automatons ASAP.
Note: The game asks in SECURE FOOD for 1 hunters’ hut or hothouse. I have to make one and dismantle to complete that request.
2) Build 3 flying hunters and 4 more tents (15);
Note: If you go for Hunting Tactics, don’t put hunters in it until you end the research or it will bug the hunt in progress. To
3) At 17:27 the 2nd scout team found 34 new workers and went home;
4) Build 1 medical post (3).
Why: these days of lower temperature will produce more sick people.
Note: Soon I will have 79 (45 + 34) new workers arriving!
Day 5 - Factory and Arenas
Day 05 Summary
During this day I improve food and medical efficiency and prepare for the end of collectable coal, researching Coal Thumpers.

I research Factory to build it during the night (and be ready to make 3 automatons starting in the next morning at 6:00). I can make 3 (not 2) because I choose to dismantle the one I find exploring.

My goal for Day 5 is to build:
1) 1 factory (to be ready before 6:00 to start making my 3 automatons);
2) 2 sawmills (5);
3) 8 tents (23);
4) 1 arena (3).

I will receive 79 more people early today (79 + 148 = 227 total). Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
15) Medical Post Upgrade;
16) Hunting Tactics;
17) Coal Thumper;
18) Steam Coal Thumper.

Day 05 (00:34) New Research 15
Coal: 739 Wood: 272 Steel: 140 SC: 1 RawF: 0 Food: 38

1) Research: Medical Post Upgrade;
Why: If you go for Hunting Tactics before the current hunt ends it will bug the hunt in progress, so I will prefer to speed up sick recovery time.
2) Build 1 factory before 06:00 to start making automatons;
3) Build 2 sawmills (5).

Day 05 (02:02) New Law 05
Coal: 717 Wood: 202 Steel: 115 SC: 0 RawF: 0 Food: 36

1) Law: Fighting Arena.
Why: I almost regret not picking this one step earlier, but all went well. I put these arenas near houses (area of effect). Be wise when placing those. Usually I leave free spots to do so.
Note: At 02:57 the 1st scout team arrived with resources and people and departed to Weather Station.
Note: At 03:08 the 2nd scout team arrived with people and departed to Crash Site.

Day 05 (07:37) New Research 16
Coal: 654 Wood: 202 Steel: 130 SC: 2 RawF: 0 Food: 120

1) Research: Hunting Tactics;
2) At 06:00 started construction of 3 automatons.
Advice: Use 2 during from 20:00 to 6:00 in the steelworks to maximize steel production, changing back to human workers from 6:00 to 20:00. The 3rd use the same way in 1 sawmill for now. They can’t be used on workshops yet, but soon. When I raise their efficiency to 100% I leave them working 24h/day.
Why: these days of lower temperature will produce more sick people.

Day 05 (13:14) New Research 17
Coal: 782 Wood: 319 Steel: 92 SC: 1 RawF: 78 Food: 135

1) Research: Coal Thumper;
2) Build houses for all (22) again and a resource depot for coal after the 3rd automaton has taken his share of steel (last available steam core).

Day 05 (17:37) New Research 18
Coal: 917 Wood: 383 Steel: 34 SC: 0 RawF: 0 Food: 278

1) Research: Steam Coal Thumper;
Why: Again, I would like to go for Mechanical Calculators and Difference Engine to get to Advanced Steelworks, but no free steel for that now. Anyway, this will fix us on coal production.
Note: At 21:43 the 2nd scout team arrived at Crash Site, collected resources and went home.
Note: I don’t really need the extra wood now, but workers need their jobs! Later I will make a Steam Coal Thumper to keep them busy. Besides, cleaning those trees faster will give us build space sooner.
Day 6 - Public House and Steam Coal Thumper
Day 06 Summary
During this day the aim is to start the coal thumper production, prepare to improve research speed and increase automatons efficiency. There will be a chain of automaton events that will improve that as well. If we play it right by having all automaton related upgrades researched before 72 hours after the 1st event, we will achieve 100% automaton efficiency. The down side of doing that is the trigger of a future accident event that results in 1 amputee.

My goal for Day 6 is to build:
1) 1 medical post (4);
2) 1 steam coal thumper and 4 gathering posts for near it;
3) 1 resource depot (2);
4) 1 public house;
5) 2 workshops (6);
6) 1 last sawmill (6).

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
19) Mechanical Calculators;
20) Automaton Integration;
21) Difference Engine;
22) Automaton Integration II.

Day 06 (01:14) New Research 19
Coal: 937 Wood: 434 Steel: 91 SC: 0 RawF: 0 Food: 162

1) Research: Mechanical Calculators;
2) Build 1 medical post (4);
3) Build 1 steam coal thumper and 4 gathering posts for near it;
4) At 07:55 the 2nd scout team arrived home and was disbanded.

Day 06 (09:17) New Research 20
Coal: 928 Wood: 577 Steel: 65 SC: 0 RawF: 115 Food: 107

1) Research: Automaton Integration;
2) Build 1 more resource depot.
Note: At 10:02 the 1st scout team arrived in Weather Station, collected resources and moved to coal mine.
Note: At 10:03 Fundamental Research started. I say “carry on with the project”. We now have a few days to complete all automaton research before the last part to get the final 5% efficiency boost and reach 100%.

Day 06 (14:02) New Law 06
Coal: 998 Wood: 703 Steel: 72 SC: 0 RawF: 35 Food: 297

1) Law: Public House;
2) Build 1 public house;
Why: I almost regret not picking this one step earlier, but all went well. I put these arenas near houses (area of effect). Be wise when placing those. Usually I leave free spots to do so.

Day 06 (15:32) New Research 21
Coal: 1199 Wood: 845 Steel: 122 SC: 0 RawF: 89 Food: 214

1) Research: Difference Engine;
2) Build 2 workshops (6).
3) Build 1 more sawmill (6) to cover the rest of the wood, having in mind we will have later Sawmill Range Extension researched.
Note: At 22:36 the 1st scout team arrived in Coal Mine, dismantle it and went back home. In 25 hours I will receive 3 SC, 209 wood, 201 steel and 350 coal! I have to make some resource depots.

Day 06 (23:54) New Research 22
Coal: 1435 Wood: 889 Steel: 138 SC: 0 RawF: 69 Food: 189

1) Research: Automaton Integration II;
Note: At 00:00 removed the automaton from the sawmill to give him time to recharge and star working in the steam coal thumper as soon as it gets built;
Why: My priority here is Advanced Steelworks, but I rather do it when it completes during the night, so I can use the night to replace the steam ones.
Status: At 1:52 (day 7) I have no hungry, no homeless, and no untreated sick. Also discontent bar is below 20% and hope bar is around 45% (covering the H in the HOPE bar). I already can make more coal, wood and food then I need. Steel production is barely holding my needs, but after the Advanced Steelworks research and the higher efficiency for automatons we will swim in steel as well.
Day 7 - Advanced Steelworks and Automaton Research
Day 07 Summary
During this day I build only one more flying hunter because steel is low, but that 1 more is enough to keep everyone fed for now.

At the end of the day all scouts will be disbanded because all that we can do with them without exploring Winterhome will be done. Later we will recreate them near day 15. Why? Because Day 15 09:59 is the deadline to avoid automatic triggering Winterhome with one dying person bringing us the news. And this, by the way, is a deathless run, my friends.

Finally, at night I will dismantle the Steelworks and build Advanced Steelworks. So, starting 20:00 my 2 working automatons will be on workshops, increasing research speed 24h/day.

My goal for Day 7 is to build:
1) 1 flying hunters (4).

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
23) Engineer Automatons;
24) Advanced Steelworks;
25) Automatic Prototyping.

Day 07 (08:02) New Law 07
Coal: 1479 Wood: 959 Steel: 197 SC: 0 RawF: 159 Food: 62

1) Law: Moonshine.
Note: At 02:57 the 1st scout team arrived with resources and people and departed to Weather Station and after to Coal Mine.

Day 07 (08:44) New Research 22
Coal: 1529 Wood: 950 Steel: 186 SC: 0 RawF: 151 Food: 76

1) Research: Engineer Automatons;
Why: The timing is perfect. Next I will research Advanced Steelworks and again the timing will be perfect, allowing me to dismantle the old steam steelworks and build the advanced ones. The automatons will be free to work my science!
Note: A little after midnight I will receive 3 new SCs, next day I will build 2 more automatons and save a SC for the Fundamental Research event - part 2.
Note: At 9:01 the 2nd team arrived in Weather Station, and will wait there until the moment they will be sent to Winterhome (at 7:59 - Day 15).
2) At 14:00 the Fundamental Research event - part 2 triggered and I gave him an automaton for him to study/experiment.

Day 07 (14:51) New Research 23
Coal: 1943 Wood: 1247 Steel: 201 SC: 0 RawF: 57 Food: 257

1) Research: Advanced Steelworks;
2) Build a 4th flying hunters.
Why: Again, allowing me to dismantle the old steam steelworks tonight.

Day 07 (21:14) New Research 24
Coal: 2278 Wood: 1440 Steel: 217 SC: 0 RawF: 37 Food: 264

1) Research: Automatic Prototyping;
Why: I want to reach Automaton Integration III.
2) At 0:20 the 1st scout team arrived with the Coal Mine/Weather Station resources and got disbanded;
Note: that is the end of the scout activity for now. One will be need again to reach Winterhome at 9:59 (day 15), and 2 others to be waiting in Crash Site, which seems to be the closest place to Tesla City, our future rush for the SC outpost.
Day 8 - no scouts and more Workshops
Day 08 Summary
During this day I continue to research automaton improvement aiming the event 100% efficiency result. I will also research Flying Hunters’ Gear to improve food production efficiency, since my math tells me I have the time to spare. I create 2 more automatons, leaving the last SC for the event. This will let me keep 2 on steel and 2 on research.

At the end of the day will improve research speed by building 4 workshops.

Status report
The situation is totally under control. No homeless, no hunger, 4 sick being treated, discontent low and hope near 50%. When I say discontent low, I mean during the night, when I remove people from the workplaces disabling the discontent that ExS generates. Also, I making much more coal and wood then I need, making more food then I need and making as much steel I can make without a colony. On steel I use workers 14 hours/day and automatons 10 hours/day (they already have 95% efficiency!).
Steel: 26/h x 24 hours - 5% x 26/h x 10 hours = 624 – 13 = 611 steel/day.
Research: My research is 180% 14 hours a day and 159% 10 hours a day (1 workshop with engineers EmS and 3 with automatons) and it is about to improve with automatons reaching 100% and with 4 more workshops.

My goal for Day 8 is to build:
1) 4 workshops (10) and some resource depots.

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
26) Automaton Integration III;
27) Flying Hunters’ Gear;
28) Medical Automatons.

Day 08 (05:42) New Research 26
Coal: 2494 Wood: 1379 Steel: 238 SC: 3 RawF: 37 Food: 118

1) Research: Automaton Integration III.

Day 08 (12:26) New Research 27
Coal: 2853 Wood: 1441 Steel: 124 SC: 2 RawF: 93 Food: 165

1) Research: Flying Hunters’ Gear.
Why: I have time to pause my rush to end all automatons’ research (only Medical and Medical Integration remain) to increase the food income.
Note: At 14:00 I gave the last SC to Fundamental Research progress.
Status: The situation is totally under control. No homeless, no hunger, 4 sick being treated, discontent low and hope near 50%. Also, making much more coal and wood then I need, making more food then I need and making as much steel I can make without a colony. I use workers 14 hours/day and automatons 10 hours/day (they already have 95% efficiency!).
Steel: 26/h x 24 hours - 5% x 26/h x 10 hours = 624 – 13 = 611 steel/day.
Status: Forgot to mention my research is 180% 14 hours a day and 159% 10 hours a day (1 workshop with engineers EmS and 3 with automatons). Not too shabby!

Day 08 (18:33) New Research 28
Coal: 3305 Wood: 1677 Steel: 214 SC: 0 RawF: 53 Food: 295

1) Research: Medical Automatons;
Why: Now, by my math, If I go for this, and Medical Automaton Integration next, I will be ready for the end of Fundamental Research with only 4 hours to spare.

Day 08 (20:02) New Law 08
Coal: 3408 Wood: 1713 Steel: 222 SC: 0 RawF: 53 Food: 287

1) Law: Sustain Life.
Why: It seems to be the best way to save all. Soon I will have infirmaries and for now not a single person got gravely ill.
2) Build 4 workshops (10) and some resource depots.
Why: Since I have spare engineers and steel, I decided to speed it up! I will keep the 3 automatons on research full time.
Day 9 - 100% automaton efficiency
Day 09 Summary
During this day I reach 100% efficiency automaton. Also, I improve the range of sawmills, the efficiency of coal thumpers and my heating technology. Since I have spare engineers, I also build 5 more workshops to speed up research.

My goal for Day 9 is to build:
1) 1 care house;
2) 5 more workshops (15).

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
29) Sawmill Range Extension;
30) Medical Automaton Integration;
31) Coal Thumper Injectors;
32) Generator Power Upgrade;
33) Improved Heaters.

Day 09 (01:18) New Research 29
Coal: 3403 Wood: 1491 Steel: 272 SC: 0 RawF: 229 Food: 176

1) Research: Sawmill Range Extension.
Why: to help my 6 current sawmills reach the rest of the wood without redeployment. The timing is perfect for me as 1 sawmill was about to stop working without it.
Note: Since I increased my research speed, I can safely research Medical Automaton Integration next and finish before 14:00, when the Fundamental Research event ends.

Day 09 (07:38) New Research 30
Coal: 3372 Wood: 1487 Steel: 340 SC: 0 RawF: 233 Food: 169

1) Research: Medical Automaton Integration.

Day 09 (13:12) New Research 31
Coal: 3780 Wood: 1700 Steel: 406 SC: 0 RawF: 167 Food: 298

1) Research: Coal Thumper Injectors.
Why: Final bonus for the Coal Thumper production.
Note: At 14:00 the Fundamental Research event ended and I gained 100% efficiency at last! From now on I will leave 2 on steel and 3 on research without shifting to workers from 6:00 to 20:00.

Day 09 (14:02) New Law 09
Coal: 3843 Wood: 1603 Steel: 351 SC: 0 RawF: 167 Food: 298

1) Law: Care House;
2) Build a care house.
Why: I need to get to prosthetics ASAP. The 100% automaton efficiency will soon lead to a scripted event: an accident that results in an amputee.

Day 09 (18:40) New Research 32
Coal: 4184 Wood: 1814 Steel: 448 SC: 0 RawF: 161 Food: 287

1) Research: Generator Power Upgrade.
Why: I need to improve my heat abilities, because a new temperature drop is coming and I am used to have only one medical post active (only 2 sick now). The next one will be Improved Heaters.
2) Build 5 more workshops (15).

Day 09 (23:11) New Research 33
Coal: 4219 Wood: 1779 Steel: 489 SC: 0 RawF: 161 Food: 279

1) Research: Improved Heaters.
Day 10 - Depot and Heating
Day 10 Summary
During this day I improve my storage and heating technologies. I also dismantle 2 sawmills (4 remaining) due to lack of wood in range.

My goal for Day 10 is to build:
1) 2 flying hunters (6).

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
34) Heater Efficiency Upgrade;
35) Resource Depot Upgrade;
36) Large Resource Depot;
37) Overdrive Couplings;
38) Generator Safety Bypass.

Day 10 (04:57) New Research 34
Coal: 4116 Wood: 1746 Steel: 599 SC: 0 RawF: 161 Food: 130

1) Research: Heater Efficiency Upgrade.
Why: Although I have coal to spare, this guide is also about my min/max behavior.

Day 10 (09:05) New Research 35
Coal: 4227 Wood: 1866 Steel: 667 SC: 0 RawF: 333 Food: 135

1) Research: Resource Depot Upgrade;
Why: To hold the construction of new depots and reach the large version of it, since heat is not a problem anymore for now.
2) Build 2 flying hunters (6).

Day 10 (12:03) New Research 36
Coal: 4386 Wood: 1946 Steel: 655 SC: 0 RawF: 297 Food: 207

1) Research: Large Resource Depot;
2) Dismantled 1 sawmill (no wood in range). I have only 5 now.

Day 10 (15:29) New Research 37
Coal: 4565 Wood: 2105 Steel: 723 SC: 0 RawF: 259 Food: 281

1) Research: Overdrive Couplings.
Why: to improve the effects of the every night use of the Overdrive.

Day 10 (18:49) New Research 38
Coal: 4746 Wood: 2245 Steel: 791 SC: 0 RawF: 249 Food: 279

1) Research: Generator Safety Bypass;
Why: to improve the duration of the every night use of the Overdrive.
2) Dismantled 1 sawmill (no wood in range). I have only 4 now.
Day 11 - Heating
Day 11 Summary
During this day I improve my heating technologies. I also dismantle 1 sawmill (3 remaining) due to lack of wood in range. I also make 1 prosthetic for the amputee event.

My goal for Day 11 is to build:
1) 4 large resource depots;
2) 2 workshops (17).

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
39) Gathering Post Insulation;
40) Efficient Gathering;
41) Steam Hub Range Upgrade;
42) Steam Hub Efficiency Upgrade;
43) Generator Efficiency Upgrade;
44) Generator Efficiency Upgrade II.

Day 11 (01:32) New Research 39
Coal: 4686 Wood: 1581 Steel: 585 SC: 0 RawF: 249 Food: 197

1) Research: Gathering Post Insulation;
Why: to reach Efficient Gathering, improving the coal production.
2) Build 4 large resource depots.
Note: have 0 sick!

Day 11 (02:02) New Law 10
Coal: 3843 Wood: 1603 Steel: 351 SC: 0 RawF: 167 Food: 298

1) Law: Prosthetics.
2) Build a 5th gathering post near that steam coal thumper.

Day 11 (06:44) New Research 40
Coal: 4614 Wood: 1579 Steel: 699 SC: 0 RawF: 339 Food: 130

1) Research: Efficient Gathering;
Why: to improve the duration of the every night use of the Overdrive.
2) Dismantled 1 sawmill (no wood in range). I have only 3 now.

Day 11 (10:26) New Research 41
Coal: 4866 Wood: 1652 Steel: 767 SC: 0 RawF: 405 Food: 178

1) Research: Steam Hub Range Upgrade;
Why: It will lead to Steam Hub Efficiency Upgrade (33% less coal burned).
Note: Now I am a little lost. My options are limited because I don’t have access to more SCs yet, so Infirmary, Hothouse, Wall Drill, Coal Mining are of no use. The last one is not even really needed because my coal thumper is doing fine and Charcoal Kiln is just a bad idea. Could advance throw scout and outpost research, and that is a great idea, but I can delay that until really needed (I have better use for wood). The final options are to continue improving the heat research or the housing.
2) Create at least 1 prosthetics for a scripted amputee that will appear today at 16:00.
Note: I made 1.

Day 11 (13:47) New Research 42
Coal: 5193 Wood: 1721 Steel: 823 SC: 0 RawF: 445 Food: 276

1) Research: Steam Hub Efficiency Upgrade.
Note: Another scripted related to automatons make you choose between 12 hours without using an automaton or a building (the one the automaton was in). I choose the building - it was a workshop in my case.

Day 11 (18:01) New Research 43
Coal: 5607 Wood: 1800 Steel: 903 SC: 0 RawF: 347 Food: 454

1) Research: Generator Efficiency Upgrade;
2) Build 2 more workshops (17).

Day 11 (22:24) New Research 44
Coal: 5727 Wood: 1786 Steel: 987 SC: 0 RawF: 273 Food: 569

1) Research: Generator Efficiency Upgrade II.
Day 12 - Houses and Outpost Depots
Day 12 Summary
During this day I improve my housing technologies and prepare for the need to send outposts. I also dismantle 1 sawmill (2 remaining) due to lack of wood in range and some tents to replace with houses.

My goal for Day 12 is to build:
1) 14 houses;
2) 2 outpost depots;
3) 1 snow pit.

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
45) Bunkhouse;
46) House;
47) House Redesign;
48) Outpost Depot;
49) Faster Outpost Teams.

Day 12 (05:17) New Research 45
Coal: 5628 Wood: 1736 Steel: 1097 SC: 0 RawF: 273 Food: 425

1) Research: Bunkhouse.

Day 12 (08:27) New Research 46
Coal: 5882 Wood: 1788 Steel: 1169 SC: 0 RawF: 488 Food: 445

1) Research: House.

Day 12 (11:55) New Research 47
Coal: 6261 Wood: 1850 Steel: 1234 SC: 0 RawF: 493 Food: 524

1) Research: House Redesign.
Why: If we are going to change those tens to houses let’s save some resources.

Day 12 (15:43) New Research 48
Coal: 6675 Wood: 1910 Steel: 1312 SC: 0 RawF: 447 Food: 614

1) Research: Outpost Depot.

Day 12 (18:50) New Research 49
Coal: 6999 Wood: 1970 Steel: 1364 SC: 0 RawF: 419 Food: 649

1) Research: Faster Outpost Teams;
2) Dismantled 1 sawmill (no wood in range). I have only 2 now;
3) Dismantle half the tents (or as much as you can) and build houses. I completed 14 houses until 06:00.
Advice: Take this chance to plan the city for both arenas and watchtowers (or the faith building). I would 1st have a house built before dismantling a tent so people don’t complain about no roof.

Day 12 (23:02) New Law 11
Coal: 7069 Wood: 1778 Steel: 1339 SC: 0 RawF: 419 Food: 633

1) Law: Corpse Disposal;
2) Build 2 outpost depots;
3) Build a snow pit.
Why: It provides a path to Organ Transplants (20% medical bonus), a life saver!
Day 13 - Houses and Scout research
Day 13 Summary
During this day I prepare for the return or scouts and improve some insulation technologies. I also finish the replacement of tents with houses.

My goal for Day 13 is to build:
1) 9 houses (23).

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
50) Lighter Scout Sleds;
51) Boosted Scout Sleds;
52) Additional Scouts;
53) Outpost Depot;
54) Cookhouse Insulation;
55) Healthcare Insulation.


Day 13 (00:47) New Research 50
Coal: 7045 Wood: 1658 Steel: 1233 SC: 0 RawF: 419 Food: 605

1) Research: Lighter Scout Sleds;

Day 13 (06:14) New Research 51
Coal: 7002 Wood: 1622 Steel: 1345 SC: 0 RawF: 419 Food: 499

1) Research: Boosted Scout Sleds.
Note I have 7 free workers continuing the house replacements, but 2 are sick. They also manage the 2 cookhouses when they can!

Day 13 (10:23) New Research 52
Coal: 7506 Wood: 1584 Steel: 1373 SC: 0 RawF: 626 Food: 534

1) Research: Additional Scouts.

Day 13 (14:13) New Research 53
Coal: 7506 Wood: 1584 Steel: 1373 SC: 0 RawF: 626 Food: 534

1) Research: Cookhouse Insulation.
Why: With scouts/outposts ready, we are back to heat improvements.

Day 13 (17:02) New Law 12
Coal: 8324 Wood: 1628 Steel: 1512 SC: 0 RawF: 565 Food: 747

1) Law: Organ Transplants.
Why: 20% sick recover bonus.

Day 13 (17:20) New Research 54
Coal: 8359 Wood: 1634 Steel: 1518 SC: 0 RawF: 565 Food: 747

1) Research: Healthcare Insulation.

Day 13 (20:26) New Research 55
Coal: 8677 Wood: 1629 Steel: 1535 SC: 0 RawF: 561 Food: 715

1) Research: Healthcare Insulation II.
Day 14 - Infirmary and Wall Drill researchs
Day 14 Summary
Since we will soon have more SCs, during this day I prepare for the need of an infirmary and Wall Drills, since our regular trees are ending.

About our status, I have 0 sick and I am using Generator on level 1 (not even need to use Overdrive) and Steam Hubs at range 1. The only 3 working buildings using heaters (out of hubs range) are the 2 sawmills and one workshop.

My goal for Day 14 is to build:
1) 1 large resource depot (5).

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
56) House Insulation;
57) Infirmary;
58) Infirmary Mechanization;
59) Infirmary Checklist;
60) Wall Drill;
61) Steam Wall Drill.

Day 14 (03:57) New Research 56
Coal: 8563 Wood: 1438 Steel: 1544 SC: 0 RawF: 561 Food: 593

1) Research: House Insulation.
Note: All 23 tents replaced by houses and even started building an extra one.

Day 14 (09:00) New Research 57
Coal: 8901 Wood: 1378 Steel: 1596 SC: 0 RawF: 713 Food: 619

1) Research: Infirmary.
Why: I think it is time to prepare for those SCs coming. Or, in the event we really need an infirmary, be ready to dismantle an automaton (I really hope never to do it).
1) At 11:50 I create a scout team and sent it to Weather Station (it is an 11:29 hour’s travel since we already visited it).

Day 14 (12:07) New Research 58
Coal: 9290 Wood: 1370 Steel: 1656 SC: 0 RawF: 721 Food: 782

1) Research: Infirmary Mechanization.

Day 14 (15:34) New Research 59
Coal: 9716 Wood: 1398 Steel: 1721 SC: 0 RawF: 695 Food: 834

1) Research: Infirmary Checklist.
Note: I have 0 sick and I am using Generator on level 1 (not even need to use Overdrive) and Steam Hubs at range 1. Nice! Have only 3 heaters on (level 2) – the 2 sawmills and one workshop out of hubs range.

Day 14 (19:22) New Research 60
Coal: 10192 Wood: 1423 Steel: 1791 SC: 0 RawF: 675 Food: 845

1) Research: Wall Drill.
Why: In a near future all sawmills will cease activity, so we will need to start getting wood from other sources.
Note: At 23:19 the scout team arrived in Weather Station and went to WINTERHOME, a 7:23 hour’s trip.

Day 14 (23:52) New Research 61
Coal: 10212 Wood: 1415 Steel: 1897 SC: 0 RawF: 675 Food: 791

1) Research: Steam Wall Drill.
2) Build 2 large resource depots (6).
Day 15 - Order and Watchtowers
Day 15 Summary
During this day I prepare cheaper automaton production and for extra coal production - Coal Mines. At 9:59 I explore Winterhome and the news lead me to deal with The Londoners (17 people). I immediately create an outpost for wood in Winterhome. I choose order and my 1st Law being Neighbourhood Watch allows me to build watchtowers immediately. I also build more houses to receive the scouts’ escort results.

My goal for Day 15 is to build:
1) 3 watchtowers;
2) 1 large resource depots (6);
3) 1 arena (4);
4) 12 houses (35).

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
62) Advanced Wall Drill;
63) Streamlined Automatons;
64) Automaton Redesign;
65) Gathering Post Insulation II;
66) Coal Mining.

Day 15 (05:02) New Law 13
Coal: 10135 Wood: 1155 Steel: 1918 SC: 0 RawF: 675 Food: 708

1) Law: Overcrowding.
Why: considered overpowered to gives double capacity – especially useful during the storm.

Day 15 (06:04) New Research 62
Coal: 10128 Wood: 1155 Steel: 1944 SC: 0 RawF: 675 Food: 707

1) Research: Advanced Wall Drill.
Note: I started the day with an empty sawmill and an empty gathering post (not enough workers). At 06:43 all scouts were in position for us to start the Londoners. At 7:00 the temperature drops and you can either raise the generator level or turn the Overdrive on. I did the last, because it was 0% stressed. Later I will use the generator on level 2. At 9:59 explore Winterhome! (found 2 SC there)

Day 15 (10:02) New Law 14
Coal: 10510 Wood: 1305 Steel: 2066 SC: 0 RawF: 884 Food: 748

1) Law: Neighbourhood Watch;
Why: I choose order and purpose.
2) Build 2 watchtowers.
Note: Due to city planning, I covered all my 23 existing houses with those 2 watchtowers. I used the workers on the remaining working sawmill.

Day 15 (10:13) New Research 63
Coal: 10526 Wood: 1275 Steel: 2062 SC: 0 RawF: 929 Food: 748

1) Research: Streamlined Automatons.
Why: to prepare for automaton mass production.
Note: At 11:30 an event triggered: The unconvinced want to leave. Calm down is the only option. This start THE LONDONERS (17 people want to leave).

Day 15 (13:41) New Research 64
Coal: 10864 Wood: 1235 Steel: 2127 SC: 0 RawF: 913 Food: 780

1) Research: Automaton Redesign.
Why: to prepare for automaton mass production.
Note: At 15:26 the 1st scout team found 29 people at Freshwater Springs and escorted them home.
Note: At 17:29 the 2nd and 3rd scout team found 56 steel and 1 SC in American Camp and moved to Temporary Settlement.

Day 15 (17:52) New Research 65
Coal: 11269 Wood: 1115 Steel: 2155 SC: 0 RawF: 885 Food: 822

1) Research: Gathering Post Insulation II.
Why: I am just filling the last gaps.
2) Build 1 large resource depots (6), 1 arena (4), 1 watchtower (3) and 12 houses (35).

Day 15 (23:08) New Research 66
Coal: 11432 Wood: 597 Steel: 2018 SC: 0 RawF: 881 Food: 788

1) Research: Coal Mining.
Why: We may need this when SCs add up.
Note: At 01:40 the 2nd and 3rd scout team found 219 wood and 1 SC in Temporary Settlement. The 2nd team (carry last 2 resource cashes) moved to Walled Colony and the 3rd team moved to Fishing Village.
Day 16 - Guard Stations and Wall Drills
Day 16 Summary
During this day The Londoners gain more followers (17 + 7 = 24 people want to leave). I replace the Watchtowers for Guard Stations as soon as the new law allows me. I also build 2 wall drills (my 2 last sawmills were dismantle at 23:39 - no more trees).

My goal for Day 16 is to build:
1) 3 Guard Stations;
2) 2 Wall Drills.

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
67) Steam Coal Mining;
68) Advanced Coal Mining;
69) Coal Mining Optimization;
70) Coal Mining Rationalization;
71) Hothouse.

Day 16 (04:09) New Research 67
Coal: 11350 Wood: 702 Steel: 2123 SC: 0 RawF: 881 Food: 700

1) Research: Steam Coal Mining.
Why: We may need this when SCs add up.
Note: At 05:00 THE LONDONERS gain more followers (17 + 7 = 24 people want to leave).
Note: At 06:00 created an outpost team and sent them towards Tesla City.
Note: At 07:18 the 1st scout team arrived home and headed to Freshwater Springs. I started making 2 new automatons.

Day 16 (08:26) New Research 68
Coal: 11411 Wood: 594 Steel: 2145 SC: 1 RawF: 1061 Food: 689

1) Research: Advanced Coal Mining.
Why: We may need this when SCs add up.
Note: At 09:22 the 2nd scout team arrived in Exiled Colony, found 60 people and escorted them home.
Note: At 10:37 the 3rd scout team arrived in Fishing Village, found 2 SCs, dismantled it for 279 wood and went to TESLA CITY.

Day 16 (12:37) New Research 69
Coal: 11667 Wood: 555 Steel: 2173 SC: 0 RawF: 1141 Food: 703

1) Research: Coal Mining Optimization.
Note: At 14:01 an event named Timely Intervention happened and a child was saved.

Day 16 (15:43) New Research 70
Coal: 11931 Wood: 587 Steel: 2233 SC: 0 RawF: 1119 Food: 746

1) Research: Coal Mining Rationalization.
Note: At 14:01 an event named Timely Intervention happened and a child was saved.
Note: At 16:29 the 3rd scout team and the 2nd outpost team arrived in TESLA CITY. A 2nd outpost was created. SCs once a day! The 3rd scout team then went to Dreadnought Landing.
Note: I could prepare my 1st outpost to relocate to Dreadnought Landing for steel, but I really need the wood for now.

Day 16 (19:31) New Research 71
Coal: 12309 Wood: 612 Steel: 2282 SC: 0 RawF: 1083 Food: 785

1) Research: Hothouse.
Why: We may need this when SCs add up.
Note: I will build 2 another steam coal thumper and 5 gathering posts. When the next 2 SCs arrive I will create 2 wall drills.

Day 16 (22:02) New Law 15
Coal: 12284 Wood: 503 Steel: 2167 SC: 0 RawF: 1083 Food: 775

1) Law: Guard Stations;
Why: Patrol is next and helps a lot – use it on cool down.
2) I dismantled the 3 watchtowers and built 3 Guard Stations;
Note: At 22:52 the 3rd scout team arrived in Dreadnought Landing, collected 1 SC, 106 steel and 111 wood. They went to Ice Corridor.
Note: At 23:11 the 1st scout team arrived in Freshwater Springs and went to Snow Cliff.
Note: At 23:21 the 2nd scout team arrived home (60 people) and went to Dreadnought Landing.
3) I built 2 Wall Drills.
4) At 23:39 all trees were cut and the 2 remaining sawmills were dismantled
Day 17 - Infirmary and Advanced Wall Drills
Day 17 Summary
During this day The Londoners gain more followers (24 + 5 = 29 people want to leave). I replace the medical posts with an infirmary and prepare more houses for newcomers.

My goal for Day 17 is to build:
1) 1 infirmary;
2) 1 Advanced Wall Drill (replacing 1 Wall Drill).
3) 11 new houses (46);
4) 1 guard tower (4);
5) 2 arenas (6).

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
72) Industrial Hothouse;
73) Hothouse Selection;
74) Hothouse Insulation;
75) Hothouse Insulation II;
76) Generator Power Upgrade II;
77) Generator Power Upgrade III.

Day 17 (00:09) New Research 72
Coal: 12209 Wood: 662 Steel: 2211 SC: 0 RawF: 1083 Food: 758

1) Research: Industrial Hothouse.
Why: We may need this when SCs add up.
Note: At 04:49 the 1st scout team arrived in Snow Cliff, found 1 SC 102 food and 60 wood and went to Shrouded Cave.
Note: At 05:00 THE LONDONERS gain more followers (24 + 5 = 29 people want to leave).
Note: At 05:12 the 3rd scout team arrived in Ice Corridor (no loot) and went to Icebound Dreadnought.

Day 17 (06:14) New Research 73
Coal: 12116 Wood: 813 Steel: 2394 SC: 0 RawF: 1083 Food: 631

1) Research: Hothouse Selection.
2) Built an infirmary.
3) Replaced one Wall Drill with an Advanced Wall Drill.
Note: At 09:25 the 1st scout team arrived in Children’s Hideout, found 34 people and went home.

Day 17 (10:24) New Research 74
Coal: 13081 Wood: 764 Steel: 2402 SC: 0 RawF: 1311 Food: 702

1) Research: Hothouse Insulation.
Note: At 11:03 the 3rd scout team arrived in Icebound Dreadnought, found 2 SC, 105 steel and 218 wood and went to Abandoned Sawmill.

Day 17 (13:33) New Research 75
Coal: 13758 Wood: 834 Steel: 2464 SC: 0 RawF: 1221 Food: 880

1) Research: Hothouse Insulation II.
Note: At 14:11 the 2nd scout team arrived in Dreadnought Landing and went to Research Station.
Note: At 16:16 the 3rd scout team arrived in Abandoned Sawmill, found 256 wood and went to Ruined Warehouse.
Day 17 (17:21) New Research 76
Coal: 14661 Wood: 906 Steel: 2533 SC: 0 RawF: 1115 Food: 1089
1) Research: Generator Power Upgrade II.
Note: At 20:16 the 3rd scout team arrived in Ruined Warehouse, found 83 raw food and174 wood and went to Wrecked Vehicle.
Note: At 21:01 the 2nd scout team arrived Research Station and went to Research Station, found 2 SC, 58 steel and 142 wood and went to Cave Hideout.
2) I started to build 11 new houses (46), a guard tower (4) and 2 arenas (6).

Day 17 (21:28) New Research 77
Coal: 15259 Wood: 862 Steel: 2545 SC: 0 RawF: 1097 Food: 1082

1) Research: Generator Power Upgrade III.
Note: At 01:32 the 3rd scout team arrived in Ruined Warehouse, found 85 steel and 136 coal and went home.
Note: At 02:00 the 2nd scout team arrived Cave Hideout and went to Research Station, found 2 SC, 58 steel and 142 wood and went home.
Day 18 - Advanced Coal Mine
Day 18 Summary
During this day The Londoners gain more followers (29 + 25 = 54 people want to leave). The new Patrol law allows me to use the patrol ability once a day (use it on cool down).

My goal for Day 18 is to build:
1) 1 advanced wall drill (replacing 1 wall drill);
2) 1 advanced coal mine;
3) 2 large resource depots (8).

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
78) Streamlined Prostheses;
79) Optimized Prostheses;
80) Generator Range Upgrade;
81) Generator Range Upgrade II;
82) Generator Range Upgrade III;
83) Charcoal Kiln.

Day 18 (04:58) New Research 78
Coal: 15133 Wood: 962 Steel: 2544 SC: 0 RawF: 1097 Food: 910

1) Research: Streamlined Prostheses.
Note: At 05:00 THE LONDONERS gain more followers (29 + 5 = 34 people want to leave).
Note: At 06:09 the 1st scout team arrived home and headed to Freshwater Springs.

Day 18 (08:53) New Research 79
Coal: 15802 Wood: 876 Steel: 2440 SC: 0 RawF: 1322 Food: 1000

1) Research: Optimized Prostheses.

Day 18 (10:02) New Law 16
Coal: 16087 Wood: 963 Steel: 2540 SC: 0 RawF: 1322 Food: 1000

1) Law: Patrol;

Day 18 (12:41) New Research 80
Coal: 16729 Wood: 944 Steel: 2510 SC: 0 RawF: 1265 Food: 1197

1) Research: Generator Range Upgrade.

Day 18 (15:27) New Research 81
Coal: 17406 Wood: 1034 Steel: 2552 SC: 0 RawF: 1263 Food: 1197

1) Research: Generator Range Upgrade II.
Note: At 18:27 the 3rd scout team arrived home and went to Ruined Warehouse.
Note: At 18:30 a “let him speak” event triggered and THE LONDONERS gained more followers (29 + 25 = 54 people want to leave).

Day 18 (18:54) New Research 82
Coal: 18359 Wood: 2015 Steel: 2833 SC: 5 RawF: 1336 Food: 1181

1) Research: Generator Range Upgrade III;
Note: At 21:37 the 2nd scout team arrived home and went to Tesla City.
Note: At 22:02 the 1st scout team arrived in Freshwater Springs and went to Frozen Grove.
2) Replaced the last Wall Drill with an Advanced Wall Drill;
3) Built an Advanced Coal Mine and 2 large resource depots.
Day 19 - The end of all Research
Day 19 Summary
During this day the new Patrol law made HOPE gets high enough to prevent The Londoners to gain more followers (still 54 people want to leave). With the new law Gathering Mornings it will improve faster.

My goal for Day 19 is to build:
1) 8 houses (54);
2) 1 advanced coal mine (2);
3) 1 steam coal thumper (3) and 4 gathering outposts near it.

Keep using the Overdrive from at least 23:00 to 5:00 every night.

Finally, to support that, my research order will be:
83) Charcoal Kiln;
84) Charcoal Kiln Thermostat;
85) Charcoal Kiln Bellows;
86) Steam Sawmill;
87) Advanced Heaters.

Day 19 (01:32) New Research 83
Coal: 18470 Wood: 2081 Steel: 2753 SC: 2 RawF: 1336 Food: 1033

1) Research: Charcoal Kiln.
Note: At 05:35 the 1st scout team arrived in Frozen Grove, found 262 wood and went home.

Day 19 (06:33) New Research 84
Coal: 18314 Wood: 2300 Steel: 2957 SC: 2 RawF: 1336 Food: 945

1) Research: Charcoal Kiln Thermostat.
2) Build 8 houses (54) and a 2nd Advanced Coal Mine.

Day 19 (09:27) New Research 85
Coal: 19451 Wood: 2174 Steel: 2818 SC: 0 RawF: 1561 Food: 937

1) Research: Charcoal Kiln Bellows.

Day 19 (12:54) New Research 86
Coal: 20791 Wood: 2350 Steel: 2913 SC: 0 RawF: 1486 Food: 1164

1) Research: Steam Sawmill.

Day 19 (16:04) New Research 87
Coal: 22285 Wood: 2200 Steel: 2826 SC: 0 RawF: 1466 Food: 1199

1) Research: Advanced Heaters.
Note: At 19:52 all research was finished.
2) Build 1 steam coal thumper (3) and 4 gathering outposts near it.

Day 19 (20:02) New Law 17
Coal: 16087 Wood: 963 Steel: 2540 SC: 0 RawF: 1322 Food: 1000

1) Law: Morning Gathering;
Note: after some graffiti events when I ordered then cleaned, an event when the watch was beaten triggered – I said “send guards to secure the streets”.
Note: A little after 03:00 the last place (Damaged Snowcat) was explored and the scout went home.
Days 20 to 30 - Dealing with the Londoners
Summary
Using the actions listed bellow I managed to unify all Londoners back to the city by Day 30 05:01. Hope was 100% and discontent 0%. I also have much more resources then the storm will require. I stopped coal production (Day 30 - 12:01) with 145330 coal units saved. Could have stopped all production, but food, but it was fun to continue piling up resources.

Day 20 (10:02) Patrol
Coal: 27856 Wood: 2502 Steel: 2621 SC: 0 RawF: 1631 Food: 1038

1) Law: Morning Gathering;

Day 20 (16:02) New Law 18
Coal: 31157 Wood: 2790 Steel: 2777 SC: 0 RawF: 1580 Food: 1197

1) Law: Foreman;
Note: spend 10 food on a foreman per facility to increase production (40%) for 24 hours.
Note At 20:48 I disbanded the last scout team.
2) At 8:08 I build a steam coal mine.

Day 21 (10:02) New Law 19
Coal: 39746 Wood: 4017 Steel: 3383 SC: 0 RawF: 2021 Food: 983

1) Law: Propaganda Centre;
Note: At 10:02 I triggered a patrol.
2) Build a Propaganda Centre.
Note: Propaganda Bulletin was activated at 14:00.
Note: At 03:02 211 food rations were stolen. Guards recovered.
Note: At 05:01 THE LONDONERS lost followers (54 - 9 = 45 people want to leave).
3) At 8:08 I replaced the steam coal mine for an advanced coal mine.

Day 22 (10:02) Patrol
Coal: 51944 Wood: 4642 Steel: 3609 SC: 0 RawF: 2331 Food: 1160

Note: At 10:03 I triggered a patrol.
Note: At 16:03 I triggered foreman on all facilities (24).
Note: At 03:02 186 food rations were stolen. Guards recovered.
Note: At 05:01 THE LONDONERS lost followers (45 - 14 = 31 people want to leave).
Day 23 (07:02) New Law 20
Coal: 64177 Wood: 5178 Steel: 3861 SC: 0 RawF: 2360 Food: 939
1) Law: Prison;
2) Build a Prison.
Note: At 10:02 I triggered a patrol.
Note: Propaganda Bulletin was activated at 14:00. After that I dismantled both the Prison and the Propaganda Center to avoid scripted deaths.
Note: At 03:02 200 food rations were stolen. Let it be or a guard will die – the guards will fail anyway on this one.
Note: At 05:01 THE LONDONERS lost followers (31 - 5 = 26 people want to leave).

Day 24 (10:02) Patrol
Coal: 80208 Wood: 6538 Steel: 4502 SC: 0 RawF: 3141 Food: 912

Note: At 10:03 I triggered a patrol.
1) Build the rest of the houses needed (70) and 2 more guard towers (6).
Note: At 03:01 208 food rations were stolen. Let it be or a guard will die – the guards will fail anyway on this one.
Note: At 04:01 the event “People are angry about thefts” was answered “I won’t do anything about it now”. THE LONDONERS gained followers (26 + 4 = 30 people want to leave).

Day 25 (04:03) New Law 21
Coal: 89438 Wood: 7038 Steel: 4700 SC: 0 RawF: 3016 Food: 852

1) Law: Prison;
2) Build a Prison.
Note: At 10:02 I triggered a patrol.
Note: At 05:01 THE LONDONERS lost followers (30 - 5 = 25 people want to leave).

Day 25 (10:03) Patrol
Coal: 93832 Wood: 7337 Steel: 4848 SC: 0 RawF: 3533 Food: 690

Note: At 10:03 I triggered a patrol. I stopped using ExS for good, since my storages are full anyway.
Note: At 05:01 THE LONDONERS lost followers (25 - 8 = 17 people want to leave).

Day 26 (10:03) Patrol
Coal: 108033 Wood: 8347 Steel: 5263 SC: 0 RawF: 3781 Food: 1124

Note: At 10:03 I triggered a patrol. I stopped using ExS for good, since my storages are full anyway.
Note: At 05:01 THE LONDONERS lost followers (17 - 6 = 11 people want to leave).

Day 27 (10:03) Patrol
Coal: 119429 Wood: 9522 Steel: 5827 SC: 0 RawF: 4751 Food: 959

Note: At 10:03 I triggered a patrol. I stopped using ExS for good, since my storages are full anyway.
Note: At 19:03 a law can be signed by no more laws seem worth it.
Note: At 05:01 THE LONDONERS lost followers (11 - 3 = 8 people want to leave).

Day 28 (10:03) Patrol
Coal: 130617 Wood: 10635 Steel: 6301 SC: 0 RawF: 5484 Food: 980

Note: At 10:03 I triggered a patrol. No discontent and full hope achievement poped!
Note: At 05:01 THE LONDONERS lost followers (8 - 3 = 5 people want to leave).

Day 29 (10:04) Patrol
Coal: 136857 Wood: 11349 Steel: 6595 SC: 0 RawF: 6391 Food: 1144

Note: At 10:03 I triggered a patrol.
Note: At 05:01 THE LONDONERS are no more (8 - 8 = 0 people want to leave).

Day 30 (10:04) Patrol
Coal: 144740 Wood: 13090 Steel: 7457 SC: 0 RawF: 7416 Food: 976

Note: At 10:03 I triggered a patrol, but there was no real need.
Note: I don’t have space for more storage and coal/wood/steel/food are reaching storage limits, so I will stop coal production and change some storage to the rest.
Note: At 12:01 I stopped coal production and changed some storage units to the other resources.
Days 31 to 38 - last refugees and locations to scout
Summary
In these last days before the storm we have some goals:
1) To use scouts to meet and bring 3 groups of refugees home;
2) To use scouts to explore the new locations to find the final survivors and collect bonus techs (this was not really helpful because I have researched everything);
3) To research the last new tech - Stereoscopíc Lenses (optional). I built a single workshop and used an automaton on it;
4) To return home with all scouts and outposts before the storm reach them;
5) To collect enough resources to survive the storm;
Note: The only thing I must improve by now is cooked food). We have to
6) To have as many infirmaries as we can.
Note: I created 14 at the end. Started with 4 and started to dismantle the coal/steel/wood production buildings for SCs and apace. They are the hottest place during the storm.
Note: I anticipated the need of 70 houses, so one less item to worrie about.

Day 31 (5:50) Scout
1) Build 1 infirmary (2).
Note: Created a scout team to meet refugees (1/3).

Day 31 (10:04) Patrol
Coal: 143971 Wood: 14357 Steel: 8135 SC: 0 RawF: 8396 Food: 1418

Note: At 10:03 I triggered a patrol, but there was no real need.
1) Build 2 infirmaries (4).
Note: the next 10 infirmaries I will build need me to free space dismantling the coal/steel/wood production buildings (I also need their SCs).
Note: At 19:02 the scout team met the refugees, arriving home 6:35 hours later.

Day 32 (10:04) Patrol
Coal: 141190 Wood: 15893 Steel: 8977 SC: 0 RawF: 9308 Food: 1952

Note: At 10:03 I triggered a patrol, but there was no real need.
1) Build 1 cookhouse (3).
Note: A 2nd group of refugees needs similar help.

Day 33 (10:04) Patrol
Coal: 138327 Wood: 17114 Steel: 9682 SC: 0 RawF: 10187 Food: 2425

Note: At 10:03 I triggered a patrol, but there was no real need.
Note: A 3rd group of refugees needs similar help.

Day 33 (22:31) Prepare for the storm
Coal: 137180 Wood: 17709 Steel: 10006 SC: 0 RawF: 9809 Food: 3589

Note: A new set of locations to scout are available, so I created 3 scout teams.
Note: At 10:03 I triggered a patrol, but there was no real need.

Day 34 (10:04) Patrol
Coal: 136112 Wood: 18086 Steel: 10211 SC: 0 RawF: 10052 Food: 4288

Note: At 10:03 I triggered a patrol, but there was no real need.

Day 34 (17:31) New Research 88
Coal: 135368 Wood: 18541 Steel: 10436 SC: 0 RawF: 9702 Food: 5260

1) Research: Stereoscopíc Lenses;

Day 35 (10:04) Patrol
Coal: 133536 Wood: 19647 Steel: 11032 SC: 0 RawF: 9739 Food: 6758

Note: At 10:03 I triggered a patrol. Hope was back to lower levels because of the coming storm, so now on we need this.

Day 36 (10:05) Patrol
Coal: 131626 Wood: 20798 Steel: 11656 SC: 0 RawF: 9393 Food: 9223

Note: At 10:03 I triggered a patrol.

Day 37 (10:05) Patrol
Coal: 128504 Wood: 22366 Steel: 12507 SC: 0 RawF: 9123 Food: 11348

Note: At 10:03 I triggered a patrol. All my 3 scouts and my outpost were coming home.

Day 38 (10:05) Patrol
Coal: 125550 Wood: 23717 Steel: 13173 SC: 0 RawF: 8876 Food: 13752

Note: At 10:03 I triggered a patrol. Waiting the storm.
Days 39 to 47 - facing the storm
Day 39 (10:05) Patrol
Coal: 122595 Wood: 24869 Steel: 13795 SC: 0 RawF: 8477 Food: 13795

Note: At 10:03 I triggered a patrol.

Day 40 (10:05) Patrol
Coal: 119287 Wood: 23717 Steel: 14655 SC: 0 RawF: 8069 Food: 18109

Note: At 10:03 I triggered a patrol.

Day 41 (10:05) Patrol
Coal: 115450 Wood: 25443 Steel: 14610 SC: 0 RawF: 7443 Food: 20296

Note: At 10:03 I triggered a patrol.

Day 42 (10:05) Patrol
Coal: 111593 Wood: 26633 Steel: 14610 SC: 0 RawF: 6444 Food: 22407

Note: At 10:03 I triggered a patrol. It is -90oC. I have 0 sick people.

Day 43 (10:05) Patrol
Coal: 107389 Wood: 28207 Steel: 14610 SC: 0 RawF: 5006 Food: 24562

Note: At 10:03 I triggered a patrol. It is -90oC. I have 0 sick people.

Day 44 (10:05) Patrol
Coal: 102689 Wood: 29279 Steel: 14611 SC: 0 RawF: 3566 Food: 26708

Note: At 10:03 I triggered a patrol. It is -110oC. I have 65 sick people.

Day 45 (10:05) Patrol
Coal: 97363 Wood: 29579 Steel: 14810 SC: 0 RawF: 2130 Food: 28833

Note: At 10:03 I triggered a patrol. It is -110oC. I have 38 sick people.

Day 46 (10:05) Patrol
Coal: 92031 Wood: 29579 Steel: 14810 SC: 0 RawF: 910 Food: 30516

Note: At 10:03 I triggered a patrol. It is -120oC. I have 107 sick people.
Note: At 01:31 all work stopped.
Note: At 02:00 temperature dropped to -150oC. I have 37 sick people.

Day 47
Note: At 01:31 all work stopped.
Note: At 02:00 temperature dropped to -150oC. I have 37 sick people.
Note: At 05:40 I had to turn down the Overdrive. Had 88 sick but the infirmaries shut down due to low temp.
Note: At 07:45 the storm ended! It is -30oC I had 88 sick and won the game.
Coal: 87398 Wood: 29579 Steel: 14810 SC: 0 RawF: 70 Food: 31598
10 Comments
fernandofsr  [author] Dec 16, 2024 @ 1:11pm 
Thank you, Andre! I am glad you liked it!
ANDRE Dec 15, 2024 @ 4:15am 
Bro has done a lot of work but still unappreciated. Good guide my man!
fernandofsr  [author] Nov 30, 2024 @ 11:09am 
In my normal mode game I used the overdrive until it was near 95% and was taken by surprise when the temp droped to -150 in the end.
fernandofsr  [author] Nov 30, 2024 @ 11:07am 
Also, I think the overdrive has a better effect during nigth time, specially from 0:00 to 5:00.
fernandofsr  [author] Nov 30, 2024 @ 11:04am 
Thank you, Pandeinos. I am glad I could help somehow. By now I played extreme mode too and I think the best strategy for the overdrive during the storm is to use them a few hours on and off, keeping the stress level from 10% to 50% to be sure to have the extra 50% for the -150oC in the end. I would say turn it on for 6-8 hours then off until it reach 10% works fine.
Pandeinos Nov 28, 2024 @ 10:58am 
There's a lot of useful info here. I actually opted not to use the emergency shift exploit while otherwise following your priorities and still made it with no deaths. Every previous time I've tried to play I totally crashed and burned (well, froze) so thanks for teaching me to suck less!

One thing I didn't see mentioned: at what point(s) during the storm did you turn on the generator overdrive?
fernandofsr  [author] Nov 25, 2024 @ 11:00am 
I am sorry that you feel that way, chugs! I actually had a lot of fun finding out ways to overcome the scripted deaths to achieve a no death run! I am sure we can beat the game without using Emergency Shifts and the related trick to avoid deaths and limit the use of Extended Shifts.
fernandofsr  [author] Nov 25, 2024 @ 10:51am 
Obrigado, Guilherme Farina! Fico feliz que o guia tenha ajudado de alguma forma. Foi minha primeira tentativa até o fim. Depois joguei no extremo e fiz o registro aqui também. Só tive, em ambas as tentativas, que recomeçar algumas vezes nos primeiros dias para testar algumas idéias, mas foi bem divertido!
chugs Nov 23, 2024 @ 6:48pm 
what a fucked up game that you have to do this.

this game is utterly broken if you have to completely and utterly manipulate game systems like this. You're basically hacking the game which makes it all the more frustrating that the only way to win is to cheat
Guilherme Farina Nov 23, 2024 @ 9:00am 
Parabéns por detonar o jogo! Sua estratégia parece muito boa mesmo, abriu a cabeça aqui. Vou tentar algo novo!