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ninjewtsu
Oct 9, 2012

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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Tinfoil Papercut
Jul 27, 2016

by Athanatos

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.



The children on the other hand were executed when an event triggered where cooks were stealing rations. Children were the only ones employed as cooks.

They were tried as adults.

CuddleCryptid
Jan 11, 2013

Things could be going better

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

Truga
May 4, 2014
Lipstick Apathy

Jamsque posted:

You are not the first person I have seen advocating building tents on day 1 and I think you are dead wrong
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.

Renounced
Nov 8, 2005


POSTING ON THE INTERNET

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. :beerpal: 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.

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

Prav
Oct 29, 2011

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

Prav
Oct 29, 2011

i thought that hubs created a heat zone, and that all heat zones add the full power of the generator

Jamsque
May 31, 2009

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

Renounced
Nov 8, 2005


POSTING ON THE INTERNET

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.

CuddleCryptid
Jan 11, 2013

Things could be going better

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.

carticket
Jun 28, 2005

white and gold.

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.

jokes
Dec 20, 2012

Uh... Kupo?

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?

jokes
Dec 20, 2012

Uh... Kupo?

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?

Mister Bates
Aug 4, 2010

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).

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?

Kids definitely still need to be housed, the child shelters are only open during the day

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!

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!

Perestroika
Apr 8, 2010

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.

dogstile
May 1, 2012

fucking clocks
how do they work?
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.

Tinfoil Papercut
Jul 27, 2016

by Athanatos

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.

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.

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.

dogstile
May 1, 2012

fucking clocks
how do they work?
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.

Asehujiko
Apr 6, 2011

dogstile posted:

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.
Were your stockpiles over capacity from a coal expedition?

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.

Prav
Oct 29, 2011

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

dogstile
May 1, 2012

fucking clocks
how do they work?

Asehujiko posted:

Were your stockpiles over capacity from a coal expedition?

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.

Yeah I noticed the storm killed your outpost dudes, was actually pretty neat, I wasn't paying attention to them.

FAUXTON
Jun 2, 2005

spero che tu stia bene

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.

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

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.

Ofaloaf
Feb 15, 2013

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.

dogstile
May 1, 2012

fucking clocks
how do they work?
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.

Morrow
Oct 31, 2010

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.

Tinfoil Papercut
Jul 27, 2016

by Athanatos
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.

  • Gymnasium Allows us to build Gymnasiums (Large footprint, 50 patrons max, 5 "Trainers" of any workers) which will allow people to train for 1 hour during the workday.
    • 1 hour of every workday will be spent training
    • Slightly increases hope with every hour training
    • Every citizen who successfully trains gains a permanent 3% efficiency bonus.
    • Slight chance of injury - injured citizens miss out on the bonus

  • Sporting Events New Gymnasium facility ability "Sports Game".
    • Gymnasium will host a sporting event (30 food)
    • Decreases discontent
    • Slightly increases hope.

  • Calisthenics Every morning all non-sick citizens will engage in Calisthenics before work.
    • Slight increase in hope.
    • All citizens will jog instead of walking when moving throughout the city.
    • All citizens who successfully perform the task will gain a 2% sickness resistance

  • Vaccination New Medical Post/Infirmary facility ability "Vaccination".
    • Medical Posts can create vaccines which will be given to citizens
    • Each vaccine will slightly increase hope
    • Each vaccine will grant a 30% sickness resistance to the citizen
    • Each vaccine costs 3 food rations to make
    • Medical Post / Infirmary will have reduced efficiency during vaccine production.
    • Chance of allergic reaction - causing the vaccine to fail and the citizen to get sick.

  • Fitness Center New facility: Fitness Center. Large footprint, 5 engineers)
    • Fitness center passively increases hope
    • Ability: "Performance Enhancers" All citizens gain a 25% efficiency increase and +2 internal heat level for the next 48 hours. All penalties to extended shifts and 24 hour shifts removed. (72 hour cooldown, 30 ration cost)
    • Chance of allergic reaction - causing the drug to fail and the citizen to get sick.

  • No quarter for the weak Food rations will be withheld from the sick.
    • Slight increase in discontent
    • The sick will take 15% longer to recover

  • Resistance New objective: Turn off the generator for 24 hours cumulative time. (no objective time limit)
    • Once the objective is complete, all citizens gain +1 internal heat level
    • Can be repeated once for +2 internal heat levels.
    • Anyone who gets sick during the downtime cannot gain the benefit.

  • Only the Strong In these terrible times we cannot afford to coddle the weakest amongst us. This new world is made for the strong, and only the strong can survive.
    • Recovery times in the medical post / infirmary reduced by 75%.
    • 50% of all patients will die instead of recover.

Tinfoil Papercut fucked around with this message at 14:19 on May 1, 2018

skeleton warrior
Nov 12, 2016


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?

dogstile
May 1, 2012

fucking clocks
how do they work?

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.

Bogart
Apr 12, 2010

by VideoGames
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?

Tinfoil Papercut
Jul 27, 2016

by Athanatos

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.

Jamsque
May 31, 2009
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.

skeleton warrior
Nov 12, 2016


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.

Tinfoil Papercut
Jul 27, 2016

by Athanatos

skeleton warrior posted:

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.

Making uninformed decisions is the hallmark of a good politician.

jokes
Dec 20, 2012

Uh... Kupo?

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.

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



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?

Mister Bates
Aug 4, 2010

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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carticket
Jun 28, 2005

white and gold.

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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