![]() ![]() You can have your scouts wait on the Winterhome site until the last minute if you want to get really technical :) Also don't put off finding Winterhome until later than that, because if you do, the Survivor reaches you and dies, leaving you with a death and hope loss from said death. Don't enter Winterhome until Day 14, because that will trigger the big scare and the Londoners, and you want to be as well prepared before that as you can.You can go for the Wall Drill instead but that takes longer to get and costs steam cores. My next techs are usually Sawmills because the emergency shifts won't leave many crates left over and you need wood, and Hunter's Gear because we don't want to starve.If you don't, you either can't cook, lose your medical care, or have some tents out in the cold, since you can't fit medical posts, tents and cookhouse in the inner generator ring. Researches after the first one can be what you think is best, but you need Heaters or Steam Hubs at the point the temperature drops to -40 ☌.Ordering construction during the night will mean your people build in the morning, which will cut into their work shifts, whereas if you build in the evening, they will keep building into the night and get no sleep - but there is no mechanic that makes your people actually need sleep :D On Survivor Mode, collection from the resource piles is slow enough that it is often worth building gathering posts during the first or second night to get them more quickly and efficiently (consider this: 15 people on wood crates -> 3 wood / hour - 10 people in a gathering post -> 6 wood / hour, and the gathering post only loses you three wood and one steel since you get most resources back when deleting it).I keep doing this until a lot later - eventually you get so many workplaces that you can't run an extended shift on everything without maxing out the discontent bar. The Cookhouse is limited by food availability not time, so an extended shift here is useless. I use Extended Shifts on everything except the Cookhouse once I can.No one will die from these emergency shifts because emergency shifts called on resource piles will never cause deaths from overwork. Make sure no Engineers work an Emergency shift because you'll need those for medical care during the night and for research the next day. Don't worry about the hit to discontent, it's temporary, and if your people give you an ultimatum it will go away one everyone has a roof above their heads. Calling less than three misses out on resources, calling four will result in you having tons of resources but no one to build anything because everyone is working an emergency shift. Once I sign Emergency Shift, I call three of them immediately after 8 am on day 1, two on wood crates and one on a coal pile.Basically Labor, Healthcare, Food, because that's the order you need those things in. For Laws, I tend to go Emergency Shift -> Extended Shift -> Radical Treatment -> Overcrowding -> Sawdust Meals.The people you send out as scouts will not eat and don't get sick - and they will bring back more manpower, which you have no other way to get, as well as more resources than those 5 people could ever produce. Get the Beacon as your first research.I've managed to get the best ending with both Order and Faith, so yes I have some Tips: ![]()
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