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DreamShipWrecked posted:Game is pretty good so far. Few tips: 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. Perestroika fucked around with this message at 18:36 on Apr 24, 2018 |
# ¿ Apr 24, 2018 18:31 |
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# ¿ May 21, 2024 01:28 |
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Tinfoil Papercut posted:I'd be willing to sacrifice up to 33% of my population to make the city look pretty. 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.
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# ¿ Apr 26, 2018 20:40 |
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Rookersh posted:I just wish a lot of the bad choices weren't so......bad. 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.
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# ¿ Apr 27, 2018 12:51 |
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http://my.mixtape.moe/puopzw.mp4 Managed to win the starting scenario on my second attempt, and without having to go full fash, either. 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 |
# ¿ Apr 28, 2018 18:43 |
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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.
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# ¿ Apr 29, 2018 09:12 |
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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.
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# ¿ Apr 29, 2018 12:31 |
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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?! 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.
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# ¿ Apr 30, 2018 08:43 |
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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.
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# ¿ Apr 30, 2018 10:10 |
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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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# ¿ May 21, 2024 01:28 |
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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. 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?
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# ¿ May 2, 2018 08:03 |