Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
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?

Adbot
ADBOT LOVES YOU

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.

skeleton warrior
Nov 12, 2016


Okay, just finished the first scenario on hard. Wow, that was a thing. For the record, I did all of Order except the bottom three (not the bottom-most one or the two leading to it), and did child labor (though only select jobs) and soup, and still got "We didn't cross the line". My society under fierce watch, passing out constant propaganda, and having enough people in prisons that the damned thing was full for days, wasn't a bridge too far, so I don't know what evil poo poo you guys are up to.

Thoughts on "A New Home" on hard:

* I absolutely agree with whomever previously said that on hard, the first two weeks are the worst. I had to constantly re-load autosaves as I missed timings and screwed up build orders. By the time the storm was approaching, I was pleasantly rolling surpluses of everything and only had to do some minor re-arranging to hit all of the objectives.

* For me, child labor was essential to getting through those first two weeks. I didn't go to the "work all jobs" level, but being able to work kids in gathering posts and cooking houses meant I was able to get a medical hut, workshop, and hunting hut up faster and staffed because my wood gathering didn't slow. And then once those open resources were gone, I set up a coal thumper and was able to expand my coal production pretty easily with child-only gathering huts. (I'm a monster, now that I look at what I wrote.)

* Early soup also helped, as even with extra child labor, an extra 20% food production kept my people lean but not mean.

* I stumbled into what ended up being a really good layout - I built houses and support in the first two rows, and quickly researched what I needed to expand the generator to those rows. I then figured out how far out five row would be, and built a huge circle road around on the assumption that I'd build housing on the inside and steam hubs with timers on the outside... but then it turned out that a steam hub on that circle road with the area expansion tech could cover everything in rows 3 - 5 as well as a bunch of space outside for industry, so I ended up never researching generator expansion beyond Range Upgrade I. Houses and watchtowers went in rows 3 - 5, industry went on the other side, and industry not needing heat (hunting lodges and resource siloes) filled the outer spaces. The only downside was that most of the set mine locations are outside of that range, but that's what automatons are for.

skeleton warrior
Nov 12, 2016


Omi no Kami posted:

I've been keeping myself spoiler-free because I've been wanting another Banished/lovely-world citybuilder for ages, but there's one thing from the reviews that bugs me: at least one reviewer claimed that once you played a scenario a few times and got a good sense of where it was going and what it was going to throw at you, it became easier/borderline trivial to succeed. Is there any truth to that, or does the game retain replayability once you have decent mastery of the mechanics? I mainly ask because This War Of Mine felt like it had the exact same problem, where half the challenge was knowing what was in each salvage site and the instant you knew where to loot in what order, a lot of the challenge disappeared.

There are three scenarios (and rumors of more later), and it is true that each scenario has a fixed set of events and fixed set of locations to explore, and the more times you play the easier it is to prepare for an upcoming event that really should be a surprise. Still, at the harder difficulties that knowledge doesn’t actually help with the technical “gently caress how do I spin all of these plates” of getting things up and running and good.

But I don’t think there’s much fun in completing a scenario more than three or four times, so there’s maybe ten complete runs in the game- but that’s still over forty hours for a mid priced game.

skeleton warrior
Nov 12, 2016


Morzhovyye posted:

How fast is your research supposed to be? My first run was barely saved, 300/500 people died in the storm, and I was only just getting to be halfway through the level three techs by the end. Granted, I completely forgot that you could build more than one workshop until 20 days in. Despite knowing that now, my second game I've built 6 so far (180% research efficiency) and even though it's still on normal difficulty the storm is going to come on day 30, a full week ahead of when it did in the last game and I'm basically at the exact same point tech-wise as I was before. How on earth does anyone reach any of the final techs in time, I feel like I'm still doing something very wrong.

A couple questions:

* Are you running extended shifts? I keep my researchers on the 6 - 20 shift schedule, and that’s 40% more production for only minor discontent.

* Are you keeping a material surplus so you can immediately jump into the next research, or do you finish research then let it idle while you wait for resources?

* Are you researching everything on a level? You really don’t need to - you shouldn’t have both Hothouse research and Hunters Hut research, you shouldn’t have upgraded Sawmills *and* upgraded Wall Drills and you might need all of the basic coal but only one of the three options particularly upgraded.

skeleton warrior
Nov 12, 2016


Game seems to roll for sick after work shifts (based on workplace) and in the early morning (based onsleeping location).

The biggest driver of sickness for me early game was always sending people out directly to the piles to gather. As long as I could get them shifted over to gathering huts quickly, I only had about five sicknesses from no tents, even on hard. But if you still have no tents and people in piles when that first temperature drop hits, you’re hosed.

Hunting lodges ignore sickness. I have always very specifically put them in unheated locations and never had a problem.

And as Chaken said, hit overdrive that first and second night until all tents are up, then let it rest until the temperature drops. Using overdrive in this way takes the pressure off building/upgrading houses so you can get better resourcing and THEN upgrade houses.

On Wall Drills and Sawmills - I usually do both, sawmills exclusively early on with the +25% upgrade, then switch over to Wall Drills when the sawmill resources run out. They’re my prime candidate for automation so that I can drop them in unheated locations without worry.

On Tesla City - you need to explore it to get the outpost - even if your scouts die, you still get the outpost even though the flavor text doesn’t suggest it (and really kind of sounds like you shouldn’t).

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.

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.

skeleton warrior
Nov 12, 2016


Yeah, each of the options in coal, wood, and food is the choice between “cheap and easy to build but manpower-heavy” or “requires steam cores but manpower cheap”.

skeleton warrior
Nov 12, 2016


Nosfereefer posted:

Also, don't forget that you can set hubs to automatically shut down after work hours. Plus you should use the heat map to turn off any excessive heating should the temperature rise, better insulation, etc. Coal consumption can be kept to a minimum through careful management.

e: It's a pretty good thing tbh. You can't really limit your consumption of other resources, besides from putting sawdust in bread or researching super-houses.

To add on to this and its prior post - I've had a lot of success with building a big outer ring with steam hubs on it, and then focusing research on steam hub radius upgrades. If you put a steam hub on the fourth ring of a city, with expanded radius, it'll cover right up to the first ring, so you can pretty easily cover the entire map without raising your costs through increasing the central generator's radius. You can also determine which hubs will be living areas (and on 24h) and which will be work areas (and on normal or extended hours) and then it's easier to put in those buildings that provide central bonuses.

The only other add is to decide which sections of the map you won't heat. Those make great storage areas and Hunter's Huts, and if you know industries you want Automatons in right away, you can avoid heating those for cost savings. Iron, for example, is one of the first things I automate because it becomes such a bottleneck in mid-game, and so I don't put a hub nearby (or have a hub I salvage later rather than upgrade, if I really need people in it) and surround it with Huts and storage.

skeleton warrior
Nov 12, 2016


Are laws available for everyone else in Winterhome? I accessed the laws screen, and everything was blank, so I assumed the scenario came with laws already finalized... and then it prompted me to select a law to deal with the health issues, and it took effect, and I think it's bugged for me.

edit: checked the Steam forums, it's a common bug, apparently I need to verify the game files

Good, now I can restart knowing what to do and pretend like I knew it all along!

skeleton warrior fucked around with this message at 23:47 on Sep 19, 2018

skeleton warrior
Nov 12, 2016


Man, the Winterhome scenario is really good when you've played all of the other scenarios.

It starts out with everything poorly arranged and mismanaged, so you have to know what you're doing right away to identify what needs to get fixed and how. On Hard, everything is critical and it took me ten tries before I figured out the sequencing to survive the first week. Add in to that the fact that a bunch of laws are pre-chosen for you, many of which I try to avoid in games (child labor, radical treatments, burial pits), so you have to figure out how to make those work for you.

And then it completely flips everything around by making you dismantle and evacuate, with a brand new mechanic. I don't know how you get 500 people out on Hard without seriously cheesing the game, I barely had enough for the fourth set of cabins before everything fell apart on me.

I may try it again on Normal just to see if I can get the Dreadnought fully running.

Wow, that was good.

skeleton warrior
Nov 12, 2016


Yeah, I've had plenty of disconnected hubs (throwing a hub down around iron or wall drills, building out some buildings around it, but never tracing it back to the big city) and I've never noticed any problems with illnesses in those hubs. It seems like it'd be easier to notice given that you're naturally given information on which buildings are understaffed due to absences.

I mean, it might be a thing that happens, but it's so overwhelmed by how easy it is to get ill if you're living in a not-quite-heated-enough home or working in a cold work site.

skeleton warrior
Nov 12, 2016


I’m interested to see how they handle deposits running out. In the scenarios, 10,000 coal in a deposit is functionally infinite- but in an endless scenario, that may not be the case. Will it be bigger? Replensihable? Or just accept that “endless” will eventually run out of resources?

skeleton warrior
Nov 12, 2016


Nooooo I still have work to do

Follow up questions- if sites reset themselves, do we have to rediscover outposts? Do we run into new refugees to ever-expand our population?

skeleton warrior
Nov 12, 2016


Okay, initial report:

it's good!

more specifics:

Maps: There are three different layouts for cities - one with rocks scattered to be built around, one which gives you a long thin canyon, and one which seems to be big and open but very spread out. (Have not played the latter one.) Changing difficulties changes where resources are laid out within the map - it's the same boundaries, but your initial piles are more scattered at higher difficulties.

People: You only start with about 80, which is waaaayyyyy too few for coal thumpers to be a good early option. So far, I haven't seen any new caravans of people to bring in, so it may be that you'll be at small numbers for a long time.

Resource limits: I built an Iron Mine, and it listed the available resources as "infinite", so I wouldn't be surprised if it's the same for Wall Drills and Coal Mines.

Storms & outposts: On hard, the first storm was set for Day 15, which was not enough time to scout more than a few locations. None of them were outposts; don't know if that means anything.

NEW BUILDINGS: There are parks! And gardens! And lampposts! I don't think they have purposes but they're neat!

skeleton warrior
Nov 12, 2016


Yeah, okay, after hours of trying Endless on Hard, I think I have to move down to Medium level. Hard is just way too "scrape by on subsistence levels and watch the storms get more powerful than you can deal with" while the game is also dropping hey look at these neat extra things you can build if you just had a few hundred extra wood and steel which just makes me look at my 20 steel gain per day and feel sad.

skeleton warrior
Nov 12, 2016


Lots of good advice from QuarkJets, though I’d quibble that 24-hour shifts kill people; extended 14 hours shifts just piss them off and are probably better.

Steel is often your biggest choke point - unlike coal and wood, you can’t just force production by throwing a lot of buildings at it. Your early industry should probably set up around where your steel is so you can heat it all together.

As mentioned, you can add more heated area to the take by extending your generator’s range, or by dropping down steam hubs. Generator range increases aren’t actually as good as plopping down more hubs- each range increase adds a huge coal cost, and you’re forced to heat those areas 24 hours unless you want to try and time shutting off the generator. This often leads to breaking your city into a housing/medical core around the generator (where heat is needed 24/7 and you can estimate when you need another ring based on population) and exterior industry clustered around steam hubs (which you can run for business hours and move around as you need to move to different resource sites).

skeleton warrior
Nov 12, 2016


Davincie posted:

how are you guys managing to get to the wall drill on hard or extreme without the saw mill? i either get it and get hosed by coal, or sort out my coal and run out of wood. which i could probably get in the frostlands, but my luxk has never had me find any fast enough to not immensily slow me down

I don’t? Even if I plan to go Wall Drills, I still get a quick sawmill or two out to bridge the gap. Otherwise, I run into exactly the problems you’re talking about.

skeleton warrior
Nov 12, 2016


Kuiperdolin posted:

Hothouses can be operated by the robots too.

Yeah, Hothouses are great for scenarios like The Arks, where you have few people but access to robots, and can run the Hothouses 24/7. A single Hothouse with a robot produces 72 food a day (modified by robot efficiency), getting up to ~160 per day once you research the techs, making it equivalent to 4 fully upgraded Hunter's Huts.

The problem is, they're gated behind techs you can't get until well past the start of the game, they require resources you might not have, and most of the scenarios actually give you too many people so it doesn't actually address your real problems.

skeleton warrior
Nov 12, 2016


Davincie posted:

has anyone tried the rifts yet? a random map but with ~bridges~ doesn't really sound worth it to me, but maybe theres more to it?

I’ve tried it. It sets up interesting choices - the area is divided into a LOT of islands, and each bridge is hella expensive (200 wood + 100 iron!) so you need to make deliberate expansion decisions - do you want the steam cores on this island, or the iron deposit on this one, or the coal deposits on this one?

$5 for a reason to throw another four hours into the game with some interesting decisions is fine by me.

skeleton warrior
Nov 12, 2016


Yeah, so for those who are on the fence regarding the new expansion:

* They've changed some of the base game but not in a way that it's radically different. Same resources, same needs, a lot of the same buildings - it's just that now you don't have to care about heat at all, and instead you have to consider what trade-offs you make around whether you want your major construction area (building the main game goal) to be fast or safe.

* The biggest change is around exploring. Unlike every previous scenario, sending off explorers to strip-mine the events is no longer as overwhelmingly important. Instead, you need to build docks, which is what lets you bring in more people and your choice of additional goods. Explorers do collect some stuff which is nice, but it's no longer the major influx into your economy it was. Really, they're mostly there to find and transport food sources and give you some plot hooks.

* The city layout is well designed for being frustrating. Unlike every other map where the central hub was vital, in this one, it's literally toxic, so you can only build specific buildings within the normal city range. Instead, you're going to have to build outstations dotted around the coast, and figure out how to balance the need for space with the need to not just destroy your potential wood resources.

* Rather than being "religious vs. fascist" as the first one was, this one is very "communist vs. classist." Once your main construction area gets dangerous enough, the workers decide to go on strike, and you have to choose whether you go with "communist working class commune which occasionally has very uneducated ideas about how technical things should be done" or "technocrats who can run things efficiently and safely but want a distinctly better and separate existence from the common folks." I only played on medium, so I never pushed to the end of the communist track, but it looked like you could go full C-SPAM Stalinist if you pushed it.


Spoilers for people who've played it:
* Yeah, jeez, steel was just the constant pain that I was never able to get far enough out on. Next run I absolutely have to get docks up and running earlier and bigger to get as much of a surplus as I can; being able to throw extra steel into parts that let me complete projects faster seems like a must for keeping ahead of the cold.

* You have 4 dock sites; I think you have to commit two to fishing to keep people fed, which leaves two for resources. I spent a lot of the game with iron and coal coming in, but once I had cut down most of the trees on the site I switched over to iron and wood and built a bunch of charcoal burners to cover my coal needs.

skeleton warrior
Nov 12, 2016


Yeah, if you hover over it it will say things like "2 days ahead of schedule" or "12 hours behind schedule" and if you're behind schedule more than once when you end a stage, out you go.

Quite frankly, I don't see how it's possible to do it with the Engineers without going deep into awful territory. They increase safety at the cost of more strike risk, and strike risk just shuts you down for too long. They also can't help much with motivation, which is the biggest issue overall, without raising strike risk again, so you're screwed either way.

For all of the "Unions will give you bad suggestions!!!!!" warnings, there's actually very little lost in saying "no, we're not doing that" when compared to the motivation boosts their speeches give.

skeleton warrior
Nov 12, 2016


Asehujiko posted:

Does anything ever come from that? Even if just the ending text?

I think, as with the French supplies, it’s left unspoken and for you to make your own measure of whether you can live with your actions. But given that the Winterhome scenario has the generator fall apart because it wasn’t put together right I think you can safely assume what your responsibility is.

skeleton warrior
Nov 12, 2016


Yeah, I just finished it, and it wasn’t as good as the rest. Too many of the “moral quandary” interactions were the same, basically “do you let your partners do the stupid thing that hurts you but makes them happy, or do you tell them to stop being idiots and take a relationship penalty”. And the end game of oh the enemy is actually a sad and hosed up set of refugees who need help!!! was a rehash of the scenario where the Lords threaten to take back your city but oh it turns out they’re all sad and overwhelmed and beg for help.

The mechanics were... interesting, though. Steel being your main currency, having no food production and rapidly dwindling wood made the late game more of a trading juggle than I expected, though that’s because I fell for what I think is an intentional trap - most of the research you can do is just useless, you really just need some of the basic stuff, and putting too much time into the wrong research means you’re wasting the steel you need to trade or you need to make the infrastructure to make the steel to trade. I ended up with a lot of unemployment because I can’t refuse refugees and there just wasn’t much point to building a lot.

Adbot
ADBOT LOVES YOU

skeleton warrior
Nov 12, 2016


Ravenfood posted:

So I got this on sale just now and a) Jesus the mood is so good and b) I haven't played a city builder game in loving ages and everything is overwhelming. My main issue so far is the road UI: I want to try to build my roads with an eye towards eventual expansion but something with the radial shape is messing with my head.

I'm trying really hard to avoid spoilers or definitive guides but are there good general principles for overall city layout? I'm trying to create things like housing districts relatively close to the generator for heat but I don't want to just make a ton of roads off into nowhere that I won't end up using. My first day I made two roads to the coal deposits only to find I can't make coal mines yet, which was a bit of a letdown.

In general, your big concern is heating buildings. Buildings come in four types: want heat in the day (all your production buildings); want heat at night (housing and pubs); want heat all the time (medical buildings, housing until you pass some laws to do stuff with kids); and never care about heat (hunting buildings, graveyards, outposts, beacons). Edit: there are ways to adjust what’s in what category, but that’s all spoilery stuff so just take the basic info.

You have two ways to heat things: the generator (runs whenever you want) and braziers (run during the day, all the time, or can run odd hours if you’re willing to super micromanage them by turning them on and off yourself). You’re generally right to have housing around the generator; other principals for city layout tend to be to keep like-heat-needs together, so keep your hunting huts off and out of the way in places you’ll never care about heating, build production buildings around fixed locations like iron and coal mines you want to heat soon, and keep housing to the center or next to braziers you plan to keep going 24/7. Mixing groups leads to wasting coal.

The sim parts really don’t care about distance and placement otherwise, so there’s no penalty for having workers living on the opposite side of town from jobs AFAIK.


quote:

Also, I'm assuming that laws are largely paired together and that you can only pick one of each pair, and that can't be switched or repealed at any point? And are the branches coming off from laws coming off from the whole node or from each side of the binary choice? Ie if I pick between child labor or child homes can I then pick from any of the other laws stemming off that pick or am I essentially locking myself out of further choices?

You’re correct that they’re one-time binary choices, so Child Labor is permanent even once you’re swimming in resources and no longer need it. Subsequent picks in the chain are specific to prior choices, so Child Labor opens two new laws and permanently closes off the two laws that come after Child Homes.

skeleton warrior fucked around with this message at 17:33 on Nov 29, 2023

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply