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Eschatos posted:So what's the secret to permanently raising hope? I keep passing positive laws and building guardposts, but those are just creating temporary boosts that keep me hovering above 15% hope. Folks keep joining the Londoners in greater numbers despite my best efforts. Propaganda center. Also, consider building prisons and just jailing everyone you don't like. In a pinch, patrols give a small boost as well You could also go full fascism, which eliminates the hope bar entirely
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# ? Apr 30, 2018 22:39 |
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# ? Jun 8, 2024 07:27 |
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Renounced posted:Well that's really weird considering that you can execute children and arrest Automatons for reading dissent books. That's right, on a full-fasc playthrough, my citizen brought me an engineer that was accused of reading Dickens. When I sent him to prison, I was suddenly missing an automaton on one of my workshops (because no engineers were actually employed at the time). Both of these things happened on the same play-through, it got weird. They were tried as adults.
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# ? Apr 30, 2018 22:41 |
Prav posted:if your robots are reading dickens locking them up is probably a good precaution tbh Whose idea was it to put the automatons in charge of making more automatons Elon Musk was right
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# ? Apr 30, 2018 23:08 |
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Jamsque posted:You are not the first person I have seen advocating building tents on day 1 and I think you are dead wrong
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# ? Apr 30, 2018 23:12 |
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Prav posted:if your robots are reading dickens locking them up is probably a good precaution tbh I didn't say I disagreed with the judgement, but it was probably my fault for letting automatons learn new things at Workshops. Truga posted:Yeah, probably. I just like building tents first to get rid of the red bar at the bottom. They'll be livable temperature for no coal during the first days so you can ignore coal completely, and you don't need to run the generator at all until the first cold hits. Tents, food house, workshops, medical post, and a couple gathering posts can be afforded after the first day of gathering, then 2nd day you start researching, building hunter huts, etc. The raw food you start with lasts you two days anyway. I thought this too until 24 people died at the same time during the second night. Now I build at least 2 tents, but they don't even need to be in a heatzone since they will provide some level of insulation.
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# ? Apr 30, 2018 23:20 |
If people aren't dying of exposure it's probably a bug. I know that I had comfortably heated tents without the gen running and loads of people still died.
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# ? Apr 30, 2018 23:25 |
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is generator range actually worth investing in, or can you just stick with generator power + steam hubs? think i'm gonna try a game where i plain skip the range, see how it goes.
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# ? Apr 30, 2018 23:51 |
Prav posted:is generator range actually worth investing in, or can you just stick with generator power + steam hubs? think i'm gonna try a game where i plain skip the range, see how it goes. IMO it is worth it for the second ring but not past that. Two rings can hold the important things like houses, infirmities, and cookhouse pretty well, past that you won't tech into higher levels until well after you should have a lot of your base already built. At that point it is easier to use heaters. One thing to remember is that steam hubs can only raise heat one level, so if you are going to try and use that to heat your tents you are going to have a bad time. Houses are the one thing that you cannot use heaters on as well.
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# ? Apr 30, 2018 23:56 |
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i thought that hubs created a heat zone, and that all heat zones add the full power of the generator
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# ? May 1, 2018 00:17 |
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Prav posted:i thought that hubs created a heat zone, and that all heat zones add the full power of the generator I am fairly certain that this is true
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# ? May 1, 2018 00:21 |
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Prav posted:i thought that hubs created a heat zone, and that all heat zones add the full power of the generator That is correct. Remember to check the Heat chart (press 'O') to confirm, or mouse over the temperature icon on the a building to see what modifiers are affecting it. The wording is just a little off in the Tech tree, it should say "all zones power power level", not just generators.
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# ? May 1, 2018 00:25 |
Prav posted:i thought that hubs created a heat zone, and that all heat zones add the full power of the generator Weird, wiki says this is true. I have only seen them give +1 on the tooltip.
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# ? May 1, 2018 00:25 |
Owned it tonight. Had to stop because I couldn't have another night of 4 hours of sleep. I was just waiting for the thing to happen at the end and I had tons of coal and food. I think by the end I will have a full weeks worth of coal at a higher generator power. Right now I'm sitting on about 5 days of coal for -70C. If I cut back on things and heaters I could probably stretch it to 6. I think I only had one death really early due to overworking, and none since. His organs have gone a long way. I think it would be nice to have adjustable heaters. I get the upgrades to get cookhouses warm and then I'm wasting a ton of coal on all my medical buildings because they were at liveable before the upgrade and now they're sweltering hot. The key was definitely early research and a sprint to increase the population. Keeping the generator off the first day and turning it on at night let me focus on wood early, but I don't think it would make a big deal either way. Waiting on tents definitely helped.
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# ? May 1, 2018 06:17 |
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Prav posted:is generator range actually worth investing in, or can you just stick with generator power + steam hubs? think i'm gonna try a game where i plain skip the range, see how it goes. I prefer the steam hubs but I think they're interchangeable. The generator with range (and steam hubs) might be slightly more efficient than just steam hubs if you're going to use all the space you can (like in refugee scenario). I did the refugees scenario with no faith keeper/fascism and it worked out just fine. I don't think turning on the fascism/IceSIS option was more appealing than just letting the turbo rear end in a top hat get lynched, especially after seeing the note on the ocean liner how Lord Craven ordered his dudes to shoot you and your dudes if they ever saw you. Honestly I think the fascism/faith keepers are like turning on EZ mode. You get so much control over hope/discontent they might as well cease to exist once you embrace the boyz. And they invalidate a lot of events that otherwise are interesting. Just bring in the boyz and let them krump up whoever with no consequences. Without them you have discontent constantly bleeding away at a very pleasant rate with fighting arenas, etc., and you don't have to worry about crossing "~the line~". Does anyone know if child centers are permanent residences for kids or would I still need to build houses for kids?
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# ? May 1, 2018 06:25 |
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Also I have yet to experience a problem sending all my workers out hunting at night and working all day. I mean they don't get a single moment of rest and there are no consequences to that?
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# ? May 1, 2018 06:26 |
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jokes posted:I prefer the steam hubs but I think they're interchangeable. The generator with range (and steam hubs) might be slightly more efficient than just steam hubs if you're going to use all the space you can (like in refugee scenario). Kids definitely still need to be housed, the child shelters are only open during the day
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# ? May 1, 2018 06:43 |
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Mister Bates posted:Kids definitely still need to be housed, the child shelters are only open during the day So that's what was loving up my math!
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# ? May 1, 2018 06:53 |
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Yeah, the actual function of shelters is to give a hope bonus when all/most children are sheltered, and of later on the apprentice bonus once you researched that.
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# ? May 1, 2018 08:43 |
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Something is buggy about this game. I was just losing coal at an abysmal pace last night, but i had two coal mines on 24 hour shifts and an automaton on more coal, turned off the heaters everywhere but the generator to see if i was losing it. I wasn't, somehow i was still losing more coal than I was gaining, with 0 activated heaters, gen power 1, range 1, 3 active coal mines. Annoying to lose a run to a bug. Might put this down until they can sort that out, between that and the weird sickness bug I got (lost 24 people to sickness when i had medical space for them and 90% of my buildings were comfortable) it was frustrating. At least they hit at the start of runs. Who am I kidding, i'll probably load it up again tonight.
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# ? May 1, 2018 11:02 |
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dogstile posted:Something is buggy about this game. I was just losing coal at an abysmal pace last night, but i had two coal mines on 24 hour shifts and an automaton on more coal, turned off the heaters everywhere but the generator to see if i was losing it. You can hit "V" to pull up the resource management screen to look at all your puts and takes. I haven't noticed any of these bugs yet.
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# ? May 1, 2018 11:52 |
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I did, I wasn't meant to be losing any. I had an almost complete run the first time I went through (aside from the weird housing thing where removing a couple tents by upgrading them made 600 people get ill simultaneously? Maybe some odd storm interaction) and then i've had just two weird runs where things didn't work as expected.
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# ? May 1, 2018 12:01 |
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dogstile posted:I did, I wasn't meant to be losing any. Speaking of, the storm in scenario 1 rolls in from the east and will kill your Tesla City outpost dudes a few days before it arrives at your home base, make sure you pull back from there on day 29.
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# ? May 1, 2018 13:00 |
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ran into a really annoying bug where deconstructing a coal thumper that was next to a steelworks left me unable to rebuild it in the same spot, the game would say that it was too close to a resource building. there's also all kinds of fiddly order-of-operations nonsense you can get into with buildings and roads since the exact size of a building is apparently a bit flexible
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# ? May 1, 2018 13:09 |
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Asehujiko posted:Were your stockpiles over capacity from a coal expedition? Yeah I noticed the storm killed your outpost dudes, was actually pretty neat, I wasn't paying attention to them.
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# ? May 1, 2018 13:33 |
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Prav posted:ran into a really annoying bug where deconstructing a coal thumper that was next to a steelworks left me unable to rebuild it in the same spot, the game would say that it was too close to a resource building. I ran into this a couple times with roads that just stayed in that flashing green "WE'RE BUILDING THEM" state and never connected the sawmill/steelworks to the generator. Had to pull everything down and build it again.
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# ? May 1, 2018 13:35 |
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What jams me up with the storm is that I keep forgetting that the scouts can succumb to the storm anywhere. I keep recalling them to the city too late, and they keep dying on the trek halfway back.
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# ? May 1, 2018 13:38 |
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Yeah i'm pretty sure to explore all locations you need to have the max speed scouts and possibly need to just give a few people directions back.
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# ? May 1, 2018 13:45 |
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dogstile posted:Yeah i'm pretty sure to explore all locations you need to have the max speed scouts and possibly need to just give a few people directions back. Max speed scouts and three different teams on hard. There's no margin for error: I accidentally left a team idle for half a day before sending them to the Storm Watch and they were just barely caught by the storm. The tech locations are bugged however, only the first two have ever given me new technologies.
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# ? May 1, 2018 14:06 |
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Here's my fanboy suggestion for the next Book of Laws path The Path of Strength This path focuses on physical fitness, efficiency, and resistance to cold and illness. The later stages can dramatically improve the overall utility of the citizens, at the expense of some others. The final "red" law "Only the Strong" will remove the unfit citizens from your city.
Tinfoil Papercut fucked around with this message at 14:19 on May 1, 2018 |
# ? May 1, 2018 14:17 |
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dogstile posted:Yeah i'm pretty sure to explore all locations you need to have the max speed scouts and possibly need to just give a few people directions back. Are you talking about the first scenario? I only had two teams but I had speed sleds early and had everything explored by day 20. And I escorted everyone back, though that was the only time my scouts came back to the city (which turned out to be bad when they were carrying more wood than my resource centers could hold). Are you bringing scouts back every time they finish exploring something?
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# ? May 1, 2018 17:51 |
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skeleton warrior posted:Are you talking about the first scenario? I only had two teams but I had speed sleds early and had everything explored by day 20. And I escorted everyone back, though that was the only time my scouts came back to the city (which turned out to be bad when they were carrying more wood than my resource centers could hold). Are you bringing scouts back every time they finish exploring something? Nope, only when they find people. Granted i think I only lost out on one place in the first scenario. Lost the scouts on the way there because I wanted to see if the storm would kill them.
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# ? May 1, 2018 17:58 |
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Path of Strength seems cool and good in a Charles Atlas kinda way but I think I'd join the last two. Free internal heat is a pretty big buff, so -- Anyone who can't survive resistance training is cast out. Maybe a second class citizen system where the weak can only work at weak jobs, like hothouses?
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# ? May 1, 2018 18:29 |
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Bogart posted:Path of Strength seems cool and good in a Charles Atlas kinda way but I think I'd join the last two. Free internal heat is a pretty big buff, so -- Anyone who can't survive resistance training is cast out. Maybe a second class citizen system where the weak can only work at weak jobs, like hothouses? That would be cool too - maybe even recast "Engineers" and "Workers" for Strong + Weak. My thought was you'd start to see this divide of super citizens and those who keep getting sick + missing out on the bonuses - eventually driving you to resent them and want them gone.
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# ? May 1, 2018 18:50 |
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If your scouts return to the city with more resources than you can store you don't lose them, you will just temporarily go over your cap for that resource and all your buildings that produce it will shut down until you are below the cap again.
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# ? May 1, 2018 19:16 |
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Jamsque posted:If your scouts return to the city with more resources than you can store you don't lose them, you will just temporarily go over your cap for that resource and all your buildings that produce it will shut down until you are below the cap again. Oh, cool, that's nice. I'm really digging this game and there are a lot of interesting implications and building rules I don't figure out until after I've made mistakes, which is a little annoying but mostly on me, I guess. I *am* annoyed that the game's tutorial doesn't explain Gathering Huts and usually doesn't explain buildings until *after* you make them.
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# ? May 1, 2018 20:30 |
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skeleton warrior posted:Oh, cool, that's nice. Making uninformed decisions is the hallmark of a good politician.
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# ? May 1, 2018 20:44 |
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The game mechanics, at least, are easily and best learned by multiple attempts/playthroughs. The issue is that the scenarios don't really have any variance otherwise.
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# ? May 1, 2018 22:23 |
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Mr. Powers posted:I think it would be nice to have adjustable heaters. I get the upgrades to get cookhouses warm and then I'm wasting a ton of coal on all my medical buildings because they were at liveable before the upgrade and now they're sweltering hot. You can turn the building heaters off, though?
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# ? May 1, 2018 23:44 |
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Phenotype posted:You can turn the building heaters off, though? Yeah, but it's binary on/off, you can't adjust the level - which means that at higher tech levels a bunch of your building heaters will be wasting way more coal than they actually need to be using
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# ? May 1, 2018 23:57 |
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# ? Jun 8, 2024 07:27 |
Phenotype posted:You can turn the building heaters off, though? But then it drops to chilly and people start getting sick. Also, just finished the first campaign. My first win. The time lapse at the end of your city is a punch if the loving gut. Not sure if that's really a spoiler, but I didn't know it was coming.
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# ? May 2, 2018 00:03 |