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Omi no Kami
Feb 19, 2014


Man, I finally finished the refugees scenario, and the addition of the lords at the very end is brutal. I suspect that I'll be able to do *much* better on a retry knowing that managing the lords is the blizzard, and that I don't need to prepare for a sudden cold spike or fuel/food demand near the end, but by keeping almost everyone alive and accepting every group I was darn-near out of physical space in my base layout by the end.

Also, just out of curiosity, did any of you bother with automatons in that scenario? I found I was so strapped for resources just throwing houses and infirmaries up that it was better to stick with workers on almost everything.

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Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT

Omi no Kami posted:

Man, I finally finished the refugees scenario, and the addition of the lords at the very end is brutal. I suspect that I'll be able to do *much* better on a retry knowing that managing the lords is the blizzard, and that I don't need to prepare for a sudden cold spike or fuel/food demand near the end, but by keeping almost everyone alive and accepting every group I was darn-near out of physical space in my base layout by the end.

Also, just out of curiosity, did any of you bother with automatons in that scenario? I found I was so strapped for resources just throwing houses and infirmaries up that it was better to stick with workers on almost everything.

I beat it tonight as well, and I tried to make a few automatons that ended up just handling my wall drill and coal mines. You have such a surplus of labor by the end that it's not really worth building them.

I was also running out of building space. If you don't mind deaths, Triage is amazingly powerful for that giant wave of sick nobles. Cuts down two problems with one swift culling.

Tinfoil Papercut
Jul 27, 2016

by Athanatos
It's tough to find the time to invest in automatons during refugees, you feel like you're just trying to keep your head above water constantly with regards to heating + food.

That, and by the time you might have a sliver of bandwidth to invest in automatons your workforce is likely already beating the 60 or 70% 24hr efficiency an automaton can provide thanks to your Order / Faith buildings.

Tinfoil Papercut fucked around with this message at 13:35 on May 11, 2018

Crappers
Jun 16, 2012

Pornographic Memory posted:

i've never felt so betrayed by a game's interface as i did when i realized middle mouse button rotates buildings on day 30

Oh poo poo. Just completed the first scenario and I still didn't know this....

Truga
May 4, 2014
Lipstick Apathy
I finished all 3 scenarios and only found out when I read that post, lol

Snow Cone Capone
Jul 31, 2003


There's only a few buildings that aren't basically squares, so it's not always super-helpful, but it can help you squeeze in a couple more buildings.

Truga
May 4, 2014
Lipstick Apathy
Helps jam some workshops between your rows of tents easier, which is nice because it means your research crew will never get sick thanks to the good insulation on them

Tinfoil Papercut
Jul 27, 2016

by Athanatos
How much room do you loving kids need to mix sawdust with meat?

There's a 0% chance I'm EVER researching cookhouse insulation you little twats.

Prav
Oct 29, 2011

Mein Kampf Enthusiast posted:

There's only a few buildings that aren't basically squares, so it's not always super-helpful, but it can help you squeeze in a couple more buildings.

it's a loving lifesaver when you're putting up churches

jokes
Dec 20, 2012

Uh... Kupo?

Tinfoil Papercut posted:

It's tough to find the time to invest in automatons during refugees, you feel like you're just trying to keep your head above water constantly with regards to heating + food.

That, and by the time you might have a sliver of bandwidth to invest in automatons your workforce is likely already beating the 60 or 70% 24hr efficiency an automaton can provide thanks to your Order / Faith buildings.

They work a 10 hour workday at 100% efficiency (base), and require heating. An automaton need only provide like 45% efficiency to be a better choice. And automatons don't get sick, so average efficiency goes up, etc.

Automatons are pretty much always more efficient than workers.

Excepting extended hours or 24 hour shifts, just multiply the automaton efficiency times 2.4 to figure out what efficiency it's providing comparative to the workers' efficiency. An automaton's 50% times 2.4 is 120% compared to worker's 100%.

With extended hours, multiply the automaton's efficiency by 2 to compare.

jokes fucked around with this message at 15:31 on May 11, 2018

Truga
May 4, 2014
Lipstick Apathy
Normal shifts (10/24h) are 41.666% efficiency, extended shifts (14/24h) are 58.333%.

Automatons start at 60% and go up from there with research.

The only reason not to build automatons is steam core cost. On new home it probably pays off more using most of your cores to upgrade your coal mines, since they're not as abundant as in the other two scenarios.

Also, I now skip sawmills completely and go straight for wall drill. Manpower is precious early, which is when you also need wood quickly the most, and the first wall drill is already more efficient than sawmill with the first upgrade IIRC, and on the same research level as said upgrade.

dogstile
May 1, 2012

fucking clocks
how do they work?
I just like automatons because I don't have to heat the building in the middle of nowhere. That's always nice.

Tinfoil Papercut
Jul 27, 2016

by Athanatos

jokes posted:

They work a 10 hour workday at 100% efficiency (base), and require heating. An automaton need only provide like 45% efficiency to be a better choice. And automatons don't get sick, so average efficiency goes up, etc.

Automatons are pretty much always more efficient than workers.

Excepting extended hours or 24 hour shifts, just multiply the automaton efficiency times 2.4 to figure out what efficiency it's providing comparative to the workers' efficiency. An automaton's 50% times 2.4 is 120% compared to worker's 100%.

With extended hours, multiply the automaton's efficiency by 2 to compare.

Not sure the math works out there perfectly Your math works out perfectly (misread at first) but to highlight how workers can be better:

Let's say the rate of production is 10/hr at 100% for ease of numbers.

Scenario 1: Workers 100% efficient over 10 hours. You will earn 100 units.

Scenario 2: Workers 100% efficient over 14 hours. You will earn 140 units.

Scenario 3: Automaton 60% efficient over 24 hours. You will earn 144 units.

Scenario 4: Workers 120% efficient over 14 hours. You will earn 168 units.

Scenario 5: Workers 140% efficient over 24 hours emergency shift. You will earn 336 Units.

So yes, the Automaton is better in the normal setups and does not require heat - but once you start mixing in >100% efficiencies (especially on extended shifts) you can easily start outpacing the automaton. If you pull an emergency shift you will outright kick its rear end.

I personally love automatons, namely late game when people can stay home and be warm and cozy. But on Refugees especially, you may be at a point where there isn't a lot of value to be gained by switching to them and spending the resources and time to get them running.

Tinfoil Papercut fucked around with this message at 16:19 on May 11, 2018

Truga
May 4, 2014
Lipstick Apathy
Welp. I finished arks on hard (easiest scenario imo, so I went for that first), without building any tents too to get that achievement.

Only got the 15 automatons achievement. :<

Jeza
Feb 13, 2011

The cries of the dead are terrible indeed; you should try not to hear them.
In Refugees, is there any benefit to not looting the Iron Bank?

Rogue AI Goddess
May 10, 2012

I enjoy the sight of humans on their knees.
That was a joke... unless..?

Tinfoil Papercut posted:

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.
The opposite and mutually exclusive path accepts that all humans are weak and frail unless they are augmented by steam-powered clockwork enhancements. The amputees were ahead of the curve all along!

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


I want a mode with multiple settlements to manage. Or one where I have to defend my settlement.

But really I just want to be in control of the scout teams, the real heroes.

jokes
Dec 20, 2012

Uh... Kupo?

Tinfoil Papercut posted:

Not sure the math works out there perfectly Your math works out perfectly (misread at first) but to highlight how workers can be better:

Let's say the rate of production is 10/hr at 100% for ease of numbers.

Scenario 1: Workers 100% efficient over 10 hours. You will earn 100 units.

Scenario 2: Workers 100% efficient over 14 hours. You will earn 140 units.

Scenario 3: Automaton 60% efficient over 24 hours. You will earn 144 units.

Scenario 4: Workers 120% efficient over 14 hours. You will earn 168 units.

Scenario 5: Workers 140% efficient over 24 hours emergency shift. You will earn 336 Units.

So yes, the Automaton is better in the normal setups and does not require heat - but once you start mixing in >100% efficiencies (especially on extended shifts) you can easily start outpacing the automaton. If you pull an emergency shift you will outright kick its rear end.

I personally love automatons, namely late game when people can stay home and be warm and cozy. But on Refugees especially, you may be at a point where there isn't a lot of value to be gained by switching to them and spending the resources and time to get them running.

Automatons get 3 upgrades of 10% each, and an event that allows automatons to get a 5% boost. So you end up with 24 hours @ 95% efficiency later in the game. 24 hour shifts have a 24 hour cooldown, so it's more appropriate to use a 48-hour timeframe when considering emergency shifts (unless you do some fucky poo poo where you demolish the building and rebuild one).

So let's say in a given 48-hour window, you have workers working at 140% efficiency (which is hard/costly to maintain). You have an extended workday (14-hour day) and you use emergency shift so this is pretty much maxing out those workers' efficiency. If you use the emergency shift, you get 336 units, then it wears off and you have a normal workday where you generate 196 units for a total of 532 units.

An automaton similarly maxed out operates at 95% efficiency for 48 hours. They produce 456 units -- and this is piss easy to maintain, no extra clicking, no heating, and you don't get sick absences, etc.

I personally hate micro managing poo poo, so a loss of... 15% or whatever production is worth never having to give a poo poo about clicking or dealing with discontent.

jokes fucked around with this message at 17:02 on May 12, 2018

Arven
Sep 23, 2007
Went back and played A New Home on Hard for the first time. Got The Iron Savior, no deaths due to cold hunger or sickness on hard.


Someone here suggested building gathering posts at the start of the game, and holy poo poo does that make the difference. Gathering posts gather every resource in their radius at once, only need 10 people, and the workers are insulated so don't get sick. When you don't haven that huge influx of sick at the start of the game you can get by on a single medical post for a long time and you'll rarely have anyone waiting for treatment. From there you can snowball like crazy because you get your research done and resource production up faster. Also, props to whoever suggested skipping sawmills and going straight for Wall Drills- I never had to wait for wood after that. I had houses for everyone before I even discovered Winterhome, and by the end I had filled every spare space on the map with resource storage. And I didn't even have to cross the line.

... and now I'm kind of sad because I feel like I've broken the game. I love this setting, and I'd really love a sequel that was basically a This War of Mine reskin/scenario that took place in Winterhome after the generator blew up or something.

Arven fucked around with this message at 17:03 on May 12, 2018

jokes
Dec 20, 2012

Uh... Kupo?

When it says a thumber can support 2 gathering posts, does that mean I need 4 gathering posts to match 2 thumpers? Also, does this ratio change with efficient gathering?

Truga
May 4, 2014
Lipstick Apathy
The ratio is like 1.95:1 or so to begin with, but 10% this or that way won't change things appreciably. Also you need 4 gathering posts to support a steam thumper. :v:

skeleton warrior
Nov 12, 2016


jokes posted:

When it says a thumber can support 2 gathering posts, does that mean I need 4 gathering posts to match 2 thumpers? Also, does this ratio change with efficient gathering?

Yes, 4 posts for 2 thumpers. For max efficiency, all 4 gatherers should be in range of the coal point of both thumpers- when you place the thumper, one side has a hex mark to show where the coal shows up. If you can’t Tetris that, try to instead ensure that each post has only 1 thumper in range.

Efficient gathering doesn’t do enough to change that ratio. The upgraded thumper supports 4 gatherers, and once you have the second gatherer efficiency upgrade you can probably get away with 3 gatherers instead.

Bogart
Apr 12, 2010

by VideoGames
I ended up with three posts for three bots, with human workers at the thumper. Worked out okay.

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM
What I don't really like about the game's sense of morality, is that it somehow expects me to maintain a relative utopia; horrible work conditions would be common back in London, and the concept of children's rights were pretty non-existent in Victorian society.

It's like, okay, maybe making a completely totalitarian society might be a hosed up thing to do even to save the species, but I shouldn't be chastised not for abolishing child labour in the 1880's.

Rogue AI Goddess
May 10, 2012

I enjoy the sight of humans on their knees.
That was a joke... unless..?

Nosfereefer posted:

What I don't really like about the game's sense of morality, is that it somehow expects me to maintain a relative utopia; horrible work conditions would be common back in London, and the concept of children's rights were pretty non-existent in Victorian society.

It's like, okay, maybe making a completely totalitarian society might be a hosed up thing to do even to save the species, but I shouldn't be chastised not for abolishing child labour in the 1880's.
"Was the British Empire worth it?"

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM

Ephemeron posted:

"Was the British Empire worth it?"

The past was definitely not worth the present.

Chakan
Mar 30, 2011
Completed New Home on Normal and it was good. Tough, but fair right up till the end. I looked around and it looks like I triggered the events a few days early so I didn't have as much time. This mostly meant that I was scrambling to get a few techs at the end, though I invested so heavily in coal once I had the food that I ended with >8K coal through to the end. I went faith and never established the faith keepers, this severely upset the game, but I only had discontent rise above hope in the last 24 hours because you can't run overdrive for the full 48 at the end, though you can get >36 with the upgrade.

A word to the wise: even if you have no more raw food, don't dismantle all your cookhouses, it's not just cosmetic that people go to them to eat.

Tinfoil Papercut
Jul 27, 2016

by Athanatos

Nosfereefer posted:

The past was definitely not worth the present.

If you measure human progress by mean average time required to access porn, we're nearing our peak.

The Skeleton King
Jul 16, 2011

Right now undead are at the top of my shit list. Undead are complete fuckers. Those geists are fuckers. Necromancers are fuckers. Necrosavants are big time fuckers. Skeletons aren't too bad except when they bleed everyone in the company. Zombos are at least not too bad.


Ephemeron posted:

"Was the British Empire worth it?"

Considering that it created the USA by way of incompetence? Not at all.

Rookersh
Aug 19, 2010

Nosfereefer posted:

What I don't really like about the game's sense of morality, is that it somehow expects me to maintain a relative utopia; horrible work conditions would be common back in London, and the concept of children's rights were pretty non-existent in Victorian society.

It's like, okay, maybe making a completely totalitarian society might be a hosed up thing to do even to save the species, but I shouldn't be chastised not for abolishing child labour in the 1880's.

you don't.

the way the games morality is built is off 3 separate totals.

- if you choose the red item you "cross the line" and lose your humanity to the cold.

- if you choose 3-4 "excessive" options, you get "was it worth it." ( i haven't figured out if it's 3 or 4 yet. )

- if you choose 1-3 "excessive" options you get "we survived with our humanity intact."

dredging the files, child workers hothouses/cooking isn't considered an excessive option. but child labor in the mines is.

neither radical treatment or palliative care count as excessive, but overcrowding and triage are.

emergency shift is considered excessive, extended isn't. so if you want extended shifts you have to burn a excessive for it.

dueling law is excessive, house of pleasure isn't!

corpse disposal is obviously excessive, as is all it's side laws.

sawdust is excessive.

anything above faith keepers is excessive,

prison/propaganda is labeled neutral - excessive which uh, is the only thing with that value, so who the gently caress knows. I'd say they count as excessive because I didn't go past them my first game and still got was it worth it but can't prove it yet.

patrols is fine. looks like if you are going for good, you can basically only grab neighborhood watch/guard stations/foreman/patrols from order. if you go faith you can grab house of prayer, evening prayer, temple, shrines, house of healing, and field kitchens.

i'm guessing most people grab emergency shift to unlock extended, grab overcrowding, triage, and maybe something like faith keepers/prison and that's enough to push it over the line.

Jeza
Feb 13, 2011

The cries of the dead are terrible indeed; you should try not to hear them.
I think they were making more of a commentary on the system rather than its implementation. But we don't really know exactly how this alternate world operated . At the very least, it had technology far in advance of the real historical Victorian era. The beginnings of legislating against child labour began in the very early 19th century, and to be honest, a lot of it existed because huge families needed the money because there was barely a social safety net. Since there isn't any money in the game, sending children to work is a purely pragmatic stance.

I kinda feel like that if you can crank out gigantic automatons that can run factories on their own in the middle of nowhere at -80C, this alternate world probably had different labour/political conditions as well. It adopts the trappings of the Victorian era for flavour, but it doesn't have to import it wholesale. It basically applies fairly modern ethical standards on the player, because hopefully that's what they have.

Magni
Apr 29, 2009

Rookersh posted:

prison/propaganda is labeled neutral - excessive which uh, is the only thing with that value, so who the gently caress knows. I'd say they count as excessive because I didn't go past them my first game and still got was it worth it but can't prove it yet.

patrols is fine. looks like if you are going for good, you can basically only grab neighborhood watch/guard stations/foreman/patrols from order. if you go faith you can grab house of prayer, evening prayer, temple, shrines, house of healing, and field kitchens.

i'm guessing most people grab emergency shift to unlock extended, grab overcrowding, triage, and maybe something like faith keepers/prison and that's enough to push it over the line.

I had a prison and a propaganda center in my Order run and didn't cross the line. Might be that some of the events can cause those to count as excessive depending on the options you pick, I guess.

Rookersh
Aug 19, 2010

Magni posted:

I had a prison and a propaganda center in my Order run and didn't cross the line. Might be that some of the events can cause those to count as excessive depending on the options you pick, I guess.

Err did you get the neutral ending? Crossing the Line only happens if you choose the Red option.

ie did you get "Was it worth it."

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM

Ah figures, to be honest I finished with the Good ending. It just rubbed me the wrong way that we maintained our humanity despite our "adaptation" to the crisis by practising:

Child labour
14 hour shifts
Overcrowding and general squalor

Like that's not adaptation. That's literally just continuing like before.

[edit] You should get some kind of pat on the back for making a better world by NOT using them is what I'm saying. We survived and became better for it.

Nosfereefer fucked around with this message at 12:42 on May 13, 2018

skeleton warrior
Nov 12, 2016


Rookersh posted:

Err did you get the neutral ending? Crossing the Line only happens if you choose the Red option.

ie did you get "Was it worth it."

Most of my runs had prisons and propaganda and I’ve never gotten “was it worth it”.

It may help that I always take the most benevolent actions in events - let people rail and protest, never call the guard to disperse, etc.

Snow Cone Capone
Jul 31, 2003


Yeah I was expecting some sort of pat on the back for not taking New Order - especially since my law choices meant New order opened up exactly when I found Winterhome and hope dropped from 90% to 10%. It's like the game was pushing me to take New Order to compensate, and I was pretty happy with myself that I didn't, and still managed to raise hope back enough that only I think 9 Londoners left.

Magni
Apr 29, 2009

Rookersh posted:

Err did you get the neutral ending? Crossing the Line only happens if you choose the Red option.

ie did you get "Was it worth it."

Nope. "We didn't cross the line."

Had everything in Order except for Forceful Persuasion/Pledge of Loyalty/New Order.

In Adaptations, I had
- Emergency/Extended Shift
- Child Shelters/Workshop Assistants
- Cemetary/Ceremonial Burials
- Sustain Life/Care House/Prostethics/Extra rations for the Ill
- Soup
- Arena/Public House/Moonshine

I also always picked the nice guy option in events. So told people the truth about the poet and industrial accident and didn't jail people for just protesting, only for actually stealing poo poo. Also jailed the guy caught after the Londoners murdered a guard.

Mein Kampf Enthusiast posted:

Yeah I was expecting some sort of pat on the back for not taking New Order - especially since my law choices meant New order opened up exactly when I found Winterhome and hope dropped from 90% to 10%. It's like the game was pushing me to take New Order to compensate, and I was pretty happy with myself that I didn't, and still managed to raise hope back enough that only I think 9 Londoners left.

Erm, that's not possible. The Faith/Order tree only opens up when you find Winterhome. Also, if you take New order, you get an even worse ending.

RubberBands Hurt
Dec 13, 2004

seriously, wtf

Mein Kampf Enthusiast posted:

found Winterhome and hope dropped from 90% to 10%

Was curious about this a bit, as my playthrough had similar levels. Does Hope get hit for -80% here, or is it just set to 10% no matter where it is (if more then 10 at least), not that I imagine I would really do much different for Hope reasons.

Rookersh
Aug 19, 2010

skeleton warrior posted:

Most of my runs had prisons and propaganda and I’ve never gotten “was it worth it”.

It may help that I always take the most benevolent actions in events - let people rail and protest, never call the guard to disperse, etc.

I wonder then if Prison/Propaganda can be either or depending on your ingame choices. Interesting!

They are the only two in game with a split definition. All the faith stuff is either "neutral" or "excessive", same with all the adaption stuff. Yet they have "neutral/excessive."

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Snow Cone Capone
Jul 31, 2003


Magni posted:


Erm, that's not possible. The Faith/Order tree only opens up when you find Winterhome. Also, if you take New order, you get an even worse ending.

Might have been at some point during the Londoners event, then. I deffo remember being tempted a few times with New Order and being like "gently caress it that's the easy way out"

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