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Korthal
May 26, 2011

DreamShipWrecked posted:

Is there a reason to do this other than to make it look pretty? Everything is on a circular grid for a reason

Some buildings are 5x4, so it helps allgn them better if you're doing a grid.

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Tinfoil Papercut
Jul 27, 2016

by Athanatos
I'd be willing to sacrifice up to 33% of my population to make the city look pretty.

Also, you can build the upgraded housing (Bunkhouses, houses) directly on top of the inferior ones and will get a discount equal to the construction cost of the original housing.

boner confessor
Apr 25, 2013

by R. Guyovich

Tinfoil Papercut posted:

Also, you can build the upgraded housing (Bunkhouses, houses) directly on top of the inferior ones and will get a discount equal to the construction cost of the original housing.

im crying

Sardonik
Jul 1, 2005

if you like my dumb posts, you'll love my dumb youtube channel

Tinfoil Papercut posted:

I'd be willing to sacrifice up to 33% of my population to make the city look pretty.

Also, you can build the upgraded housing (Bunkhouses, houses) directly on top of the inferior ones and will get a discount equal to the construction cost of the original housing.

However, if you have a promise active to heat a certain amount of homes, upgrading some heated homes may trigger failure of the promise. It did for me at least.

Tinfoil Papercut
Jul 27, 2016

by Athanatos

Sardonik posted:

However, if you have a promise active to heat a certain amount of homes, upgrading some heated homes may trigger failure of the promise. It did for me at least.

Promise them nothing.

Perestroika
Apr 8, 2010

Tinfoil Papercut posted:

I'd be willing to sacrifice up to 33% of my population to make the city look pretty.

Also, you can build the upgraded housing (Bunkhouses, houses) directly on top of the inferior ones and will get a discount equal to the construction cost of the original housing.

Though mind that the original building will be instantly demolished and won't be functional until the new ones are build. So don't be like me and upgrade your entire housing situation in one fell swoop, leaving your whole populace to sleep in the cold until they find the time to rebuild everything. :shobon:

Cobbsprite
May 6, 2012

Threatening stuffed animals for fun and profit.

Sardonik posted:

However, if you have a promise active to heat a certain amount of homes, upgrading some heated homes may trigger failure of the promise. It did for me at least.

On the flip side, every UNheated home that you upgrade counts as heated as soon as you queue it. (Or doesn't count as unheated?)

Tormented
Jan 22, 2004

"And the goat shall bear upon itself all their iniquities unto a solitary place..."
Any suggestions on how to build? Should I be packing the building in or do little islands around Steam Gens?

Tinfoil Papercut
Jul 27, 2016

by Athanatos

Tormented posted:

Any suggestions on how to build? Should I be packing the building in or do little islands around Steam Gens?

I think both can be effective. The generator can give you more area and higher heat once upgraded - plus the benefit of overdrive. If you get Tier 3 houses, you can make good use of the steam hubs and get your citizenry packed in close to important buildings like watchtowers or fighting pits, where it takes a lot more careful planning around the generator to achieve the same effect.

When you first build, make sure to get your workshop up quickly and start researching. Also the Workshop is one of the first buildings with 2 level heat, meaning you can safely stick it out of the first ring to start and keep room for things you absolutely need to heat, like housing and medical posts.

1stGear
Jan 16, 2010

Here's to the new us.

DreamShipWrecked posted:

Is there a reason to do this other than to make it look pretty? Everything is on a circular grid for a reason

I don't understand the question.

Jack2142
Jul 17, 2014

Shitposting in Seattle

In regards to child labor I think in scenario 1 its not worth it, however in 3 (the refugees) I think its a good idea.

You start with so few adults that if you want a functional town before the weather starts dropping you need to enlist them especially on hard. Plus the area you have to build is smaller and with fewer fixed resources it takes less room to cram kids into gathering huts/cookhouses than a shelter. You also can't build an outpost for steam cores and the ones I had on hand I needed to build the advanced buildings. Plus fewer engineers meant I didn't have a big surplus to dedicate to anything other than medicine and research.

I think a lot of the more drastically bad laws exist for if you mess up and need a quick fix.

In my dry run I had to go full fascist to keep things intact just because I botched so much of the game if you keep redoing to get an optimal start you wont need to ever go down a rabbit hole of the dark decisions.

Jack2142 fucked around with this message at 22:56 on Apr 26, 2018

Jamsque
May 31, 2009
Normal difficulty is only a challenge the first one or two times you play. I just finished the default story with 630 citizens in fully upgraded residences, everything on the tech tree unlocked, and resource depots crammed full of coal and rations taking up all the free space on the map.

Biggest difference maker was rushing workshop->beacon->scouts right at the start, it's well worth the investment for the bulk resources and increased workforce they bring you in the early game. I managed to get a 'good' ending , I had to take a few laws in the Order tree during the Londoners crisis but prisons was as far as I had to go, no propaganda or secret police, and that counted as not crossing the line. I also managed to clear out all the scouting locations on the map, although I am confused about the 'Technology' that your scouts find in the science camps that unlock when the storm starts approaching, I recovered all of it but it didn't do anything.

Mister Bates
Aug 4, 2010
maybe all the people saying you never have to go evil are just way better at the game than I am, I went full fascist out of desperation in the middle of the doom-storm because the city was collapsing and it was the only way I could save the playthrough

everyone survived, too, gently caress your 'was it worth it?', game. if the options available are 'dystopia' or 'the extinction of the human race' then the dystopia is totally worth it.

BadAstronaut
Sep 15, 2004

I have no idea how to reduce the number of Londoners. It's wrecked my game twice now. wtf

Mister Bates
Aug 4, 2010
if you get the Hope bar high enough, new people will stop joining them, and if you keep it high for a while people will start leaving the Londoners

if you can't quite pull that off, prisons and beatings will also do in a pinch, there's a mass arrest button

Reztes
Jun 20, 2003

Your Hope has to be above a certain threshold, then you should see the trend arrow on the Londoners ribbon point down, and every day some people will leave the Londoner group. I think using the roundup ability from the prison might also cause a drop, but maybe it was just a coincidence- I only used that ability once on the last day of the event to try and finish off the last of them.

Mister Bates
Aug 4, 2010
as a last resort, if you have enough guards, you can physically prevent them from leaving.

some of them will die, but it's better than losing like 150 people

friendly 2 da void
Mar 23, 2018

Mister Bates posted:

maybe all the people saying you never have to go evil are just way better at the game than I am, I went full fascist out of desperation in the middle of the doom-storm because the city was collapsing and it was the only way I could save the playthrough

everyone survived, too, gently caress your 'was it worth it?', game. if the options available are 'dystopia' or 'the extinction of the human race' then the dystopia is totally worth it.

Yeah, I feel like there's something completely wrong with the tone of this game. Like, why would working 12 hour shifts in an apocalypse make people less hopeful? It's the end of days, everyone is going to want to work to stay alive!

BadAstronaut
Sep 15, 2004

haha, I am so far behind on the research thing to having prisons etc to deal with the Londoners. I'm playing this game wrong.

And getting anywhere without child labour? No clue how you get that. I need all the workers I can get.

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe
The shelter lets you put kids into apprentice roles with the next research.

Mister Bates
Aug 4, 2010
Child shelters/child labor is one of several bilateral choices you can get where the 'good' option seems to just be straight-up mechanically better than the 'bad' option. Soup/sawdust meals is another (your hospitals are going to be overcrowded as it is, why the poo poo would you make that worse?). Honestly, having tried both, the big Faith/Order choice seems to be one too - Faith gets a couple of obscenely powerful buildings which have no Order equivalent, it has more laws, there are both more hope-boosting opportunities and they're easier to access, and the fascist turn on the Faith path happens a lot later in the law tree, so it's possible to access most of the Faith bonuses without Crossing The Line and going full dystopia. Order seems to be outright worse in almost every way, with the sole exception that Order handles discontent a bit better, and there are many other ways to handle discontent.

Cheston
Jul 17, 2012

(he's got a good thing going)

Jamsque posted:

I also managed to clear out all the scouting locations on the map, although I am confused about the 'Technology' that your scouts find in the science camps that unlock when the storm starts approaching, I recovered all of it but it didn't do anything.

It unlocks research you haven't done yet. Seems to be at random. I assume if you have the tech tree filled out, it doesn't do anything.

ninjewtsu
Oct 9, 2012

i love child labor screw the haters

A Sometimes Food
Dec 8, 2010

A Nestle executive posted:

i love child labor screw the haters

Rookersh
Aug 19, 2010
I just wish a lot of the bad choices weren't so......bad.

Soup/Moonshine doesn't have a negative modifier at all for more rations. Sawdust creates more sick. The gently caress would you ever choose Sawdust.

More workers at a time when you don't need them ( hint research coal plant/sawmill ASAP, you can build out to them immediately and then don't need to care about the piles ever cause you'll get 50-75 wood per shift in a warm building. ), that immediately fall off in usefulness once you get some refugees in ( because you'll very quickly hit a point you have more people then jobs if you aren't terrible. ). Or a 25% booster to research speed/healing speed, a perma 15% hope, and constant free hope events from people thanking you. Not a hard choice.

Cemetery vs Mass Grave? Oh no, they'll bury people and that takes time! But it takes time out of the free time period, so it's not an issue. Meanwhile the mass grave will spread disease once you have to expand in that direction, and you take double the Discontent/Hope loss from Adult Died. Also since they have to physically move the body there, the Cemetery being in the city proper is easier to reach then the farther away mass grave so it's still faster to just build a Cemetery.

Amputees and Palliative Care are both technically regarded as good by the game, but you might as well go Palliative because you can grab Care House quickly and it's a building that holds 30 people and feeds them 1/3rd rations while keeping them alive until you can get an Infirmary up and magically heal them all back to perfect workers. Why amputate people and thus lose workers forever when you can just store your sick until you can heal them later for basically no cost.

Even the Purpose stuff is really skewed. Order goes Totalitarian really quickly and only really gives you more ways of gaining Hope ( which you barely need if you've already been going good. ). Faith takes a long time to go Totalitarian and gives you a bunch of ways to raise global heat/huge boosts to healing/cheaper food costs. Plus Faith also has all the Hope gain stuff through shrines/temples, while also giving you the same efficiency rates Order gives factories, but to all buildings.

Like going Totalitarian/dystopian actually makes the game significantly harder. And that's cool and all, but uh.

Mister Bates
Aug 4, 2010
beat the game a second time, with Faith instead of Order this time, and holy poo poo just that one choice made a night-and-day difference in difficulty, Faith is so much loving better than Order that the only reason to choose the latter is if you're going in blind or are playing a gimmick run

Sardonik
Jul 1, 2005

if you like my dumb posts, you'll love my dumb youtube channel
Well, I did it, I hoarded more soup than Ted Cruz and beat the first scenario on my first try. :toot:

What a great game, definitely a nice refinement of what banished and others have done, and the presentation is extremely on point.

Bogart
Apr 12, 2010

by VideoGames
Not a great tutorial, eh. Burned all of my wood on making a gathering hub and a street to connect it before I realized I could just make people drag themselves through the local snow and pick up the wood and coal by hand.

ninjewtsu
Oct 9, 2012

the visual of watching a group of people trudge through the chest-high snow is gorgeous

ninjewtsu
Oct 9, 2012

for real though the actual value of child labor vs apprenticeships is coal thumpers (basic version of which does not cost a steam core, so it's infinitely scaleable with your population)

Reztes
Jun 20, 2003

Finished my first game on the Order path, I really like how the scenario end summary actually plays out your city's construction, that was pretty cool to watch.

No idea what the fascism even looks like, on Normal I didn't need anything past the propaganda building. Guard tower patrol daily and propaganda campaigns on cooldown kept discontent close to 0 and hope over 50% basically. Felt like I was swimming in food the whole game basically. 10 rations feels way too cheap for all the production efficiency boosting abilities.

ninjewtsu
Oct 9, 2012

i can't believe i strayed from the one true path of child labor for scenario 3. my whole crater is out of space and these drat child shelters are eating up far too much of it. don't believe the hype people!

also, on order vs faith, order seems way better if you wanna smash that overtime shift button nonstop and turn your whole city into one big nonstop workcamp

ninjewtsu fucked around with this message at 09:08 on Apr 27, 2018

Tinfoil Papercut
Jul 27, 2016

by Athanatos
I'm day 15 on using exclusively coal from the charcoal kiln. It's working out alright. My wood production is insane, but the kilns have a small footprint and I can stack them with a steam hub. Working off 3 kilns right now and I'm doing fine.

Ofaloaf
Feb 15, 2013

I finally beat the main scenario after switching from Order to Faith for the playthrough. Holy poo poo, I'd been assuming that Order would've taken longer to cross the line, since I'd assumed that Faith meant descending into a postapocalyptic madness cult almost immediately, but Order's slope of descent into totalitarianism ended up being much steeper than faith's. Also those hope bonuses from the Temple were awesome. I never even signed the Faith Keepers law.

Tinfoil Papercut
Jul 27, 2016

by Athanatos
All these charcoal kilns ought to open up some more gameplay options if I pick Order and need to deal with unruly Londoners.

ninjewtsu
Oct 9, 2012

these difficulty options are pretty cool. it's nice that if i'm looking for a harder game, i can say that getting less resources sounds lame, but people getting sick faster and reacting more negatively to stuff could be fun

Contra Duck
Nov 4, 2004

#1 DAD
Well you saved 600 people from the apocalypse, going above and beyond to save every refugee you could and showing mercy, patience and tolerance in every situation, but you also told some kids to help pick up scrap wood for the first 2 days. Was it really worth it? Was it???

Perestroika
Apr 8, 2010

Rookersh posted:

I just wish a lot of the bad choices weren't so......bad.

Soup/Moonshine doesn't have a negative modifier at all for more rations. Sawdust creates more sick. The gently caress would you ever choose Sawdust.

More workers at a time when you don't need them ( hint research coal plant/sawmill ASAP, you can build out to them immediately and then don't need to care about the piles ever cause you'll get 50-75 wood per shift in a warm building. ), that immediately fall off in usefulness once you get some refugees in ( because you'll very quickly hit a point you have more people then jobs if you aren't terrible. ). Or a 25% booster to research speed/healing speed, a perma 15% hope, and constant free hope events from people thanking you. Not a hard choice.

Cemetery vs Mass Grave? Oh no, they'll bury people and that takes time! But it takes time out of the free time period, so it's not an issue. Meanwhile the mass grave will spread disease once you have to expand in that direction, and you take double the Discontent/Hope loss from Adult Died. Also since they have to physically move the body there, the Cemetery being in the city proper is easier to reach then the farther away mass grave so it's still faster to just build a Cemetery.

Amputees and Palliative Care are both technically regarded as good by the game, but you might as well go Palliative because you can grab Care House quickly and it's a building that holds 30 people and feeds them 1/3rd rations while keeping them alive until you can get an Infirmary up and magically heal them all back to perfect workers. Why amputate people and thus lose workers forever when you can just store your sick until you can heal them later for basically no cost.

Even the Purpose stuff is really skewed. Order goes Totalitarian really quickly and only really gives you more ways of gaining Hope ( which you barely need if you've already been going good. ). Faith takes a long time to go Totalitarian and gives you a bunch of ways to raise global heat/huge boosts to healing/cheaper food costs. Plus Faith also has all the Hope gain stuff through shrines/temples, while also giving you the same efficiency rates Order gives factories, but to all buildings.

Like going Totalitarian/dystopian actually makes the game significantly harder. And that's cool and all, but uh.

That reminds me quite a bit of Tropico, really. Sure, you had the option of going full fascist dictator and keeping everyone under your thumb by force, but in the end it was actually mechanically easier to just make a socialist worker's paradise that kept everybody happy.

Tinfoil Papercut
Jul 27, 2016

by Athanatos

Contra Duck posted:

Well you saved 600 people from the apocalypse, going above and beyond to save every refugee you could and showing mercy, patience and tolerance in every situation, but you also told some kids to help pick up scrap wood for the first 2 days. Was it really worth it? Was it???

Joke's on you, one of my workshop engineers was a pedophile.

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ninjewtsu
Oct 9, 2012

my biggest gripe with the game is that it doesn't slow down the game/pause the game when your scouts reach a new location, nor does it give you a particularly noticeable notification for that

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