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Perestroika
Apr 8, 2010

DreamShipWrecked posted:

Game is pretty good so far. Few tips:

- Food is two-for-one to raw meat, so you need multiple producers to carry your initial group
- Scouts rock
- The tutorial for roads comes super late. Basically when you open the build menu there is a second button on the bottom to build roads around the squares of buildings. You have to do this to build new places further away from the generator.
- The Infirmary is very important, because you don't automatically generate new people, and sick people give big hits to morale.
- Laws cannot be reversed as far as I can tell. That said, a lot of them are just flat bonuses, so go ahead and pick them up early due to the cooldown.

One thing that turned out to be pretty important to my game so far: Make a point of researching the small heater building fairly early. You can put them on any street without taking up space, they're actually pretty cheap to build for just some steel, and the operating cost in coal seems fairly mild. Early on they're really useful and borderline necessary for keeping your living space heated, because your need for space will grow much faster than your ability to upgrade the Generator's range. And the best part is that you can demolish them and get almost all the steel back, which means you can reposition quickly and at minimal cost.

Edit: I also just had the first event that left me with a kind of a weird feeling about my decision: An injured worker was due to have his arm amputated because of gangrene, but he violently resisted the attempt. The choice was between letting him have his way, which would probably kill him, or to subdue him and forcibly save his life through amputation. I basically immediately went with the former option, in part on the grounds of basic informed consent, but my overriding rationale was basically: "Either he makes it, in which case I retain a useful worker, or he dies, in which case I won't have to feed a useless amputee. Win-win!". Only a second afterwards did I realise how intensely hosed up that was. :stare:

Perestroika fucked around with this message at 18:36 on Apr 24, 2018

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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:

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.

Perestroika
Apr 8, 2010

http://my.mixtape.moe/puopzw.mp4

Managed to win the starting scenario on my second attempt, and without having to go full fash, either. :feelsgood: Things were looking really dicey during the Londoner crisis, particularly after a heating promise fell through due to an unexpected cold snap, but the huge bonuses to Hope from the Faith line turned it around at the last moments. After that I could pretty much coast until the storm, to the point where I only really bothered to build new stuff whenever a new influx of refugees made it necessary. During the storm itself something a bit weird happened: Whenever the choice came up to send people into the mines to keep them open, I accepted. They almost all died, but strangely enough that got me a massive increase of Hope each time, rather than a loss. Is that intended, or was it a strange effect of bonuses from the cemetery stacking up or something?

Perestroika fucked around with this message at 19:38 on Apr 28, 2018

Perestroika
Apr 8, 2010

ninjewtsu posted:

outside of scenario 2, the only time i'd try making good use out of automatons is in scenario 1 if you put an outpost team on tesla city. otherwise i dunno if they're worth the steam cores

Yeah, I by the end I had four automatons in scenario 1, and they worked out quite well. I had them on my coal mines pretty much 24/7, which allowed me to be pretty liberal when it came to plopping down steam cores and heaters everywhere. Which in turn meant that sickness was hardly ever an issue, I never even built an infirmary until just before the storm hit. It was also pretty handy to be able to shift them around to boost production as needed, like putting them on hothouses when food would run low after a recent influx of people. But on the whole they probably weren't critical, Faith offers so many ways to easily lower Dissatisfaction that I probably could have achieved that with extended and emergency shifts as well.

Perestroika
Apr 8, 2010

MadJackMcJack posted:

In my successful playthrough (first time I underestimated food consumption and paid the price) I put an outpost in Tesla City and whenever my scouts had a choice of leaving machinery for an outpost or dismantling for cores I always dismantled (except the bridge automaton). This meant I had enough cores for all the wall drills and coal mines, automatons to man them and the steelworks and workshops, and enough for an infirmary or two. No hothouses though.

Yeah, Tesla City is really useful and probably the best outpost location you could pick. I put one down there (unfortunately rather late, only netting me like three cores before the storm), and one on the coal mine, which seemed like the best options. You can scale up wood and food production according to your needs easily, and I never really had much of a steel bottleneck, so there's probably no need for an outpost on any of those.

Perestroika
Apr 8, 2010

Caidin posted:

So I guess throwing the brakes on faith before you hit the spooky red one isn't enough to keep the game post game narration from calling you an rear end in a top hat? I finished the game with nobody dead from the storm and hope at 3 quarters, who you to question the Ice Pope you ungrateful lovely future generations?! :argh:

You probably need to pump the brakes a little earlier, or maybe be more conservative when using the abilities. I researched the whole faith three except for the denunciations, the spooky glowing one, and the one declaring me icepope, and in my postgame it was all "we didn't cross the line". I also only used the public penance thingy like two or three times, which might have made a difference as well.

Perestroika
Apr 8, 2010

Panadol posted:

Is there a reason to get hot houses over those flying hunters huts? With upgrades they provide a decent amount of raw food and they don't use steam cores which is what I'm really trying to save

Hothouses can be 24-hour-shifted and staffed by automatons, which can make for a very welcome short-term boost when you get a sudden influx of people. And even without any upgrades and special shifts, a basic hothouse already produces as much food as a flying hunter cabin.

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.

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Perestroika
Apr 8, 2010

jokes posted:

New Home on Hard is a blast. On normal I finished without any real concerns but hard was difficult the entire time. I mean, every resource was difficult to maintain. I still managed to take in all the survivors available but a shitload of them died but the city survived.

Apparently "the line" is public denunciation of the wicked. So as long as you're below faith keepers and public denunciation you should be good to go on the morality front. Otherwise I still managed to survive without toooooo much trouble on the hope/discontent front. The 40+ deaths kind of hosed up the hope modifier but the church handed out some pancakes so that was fine.

You can definitely still have Faith Keepers and stay on the good side of the line, at least on normal. I had them, but didn't go for denunciations or ice pope, and it still worked out for me. Perhaps it helped that I only did the flogging thing like twice total, and one of those was to fulfill a promise? :shrug:

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