![]() ![]() If you have a strong economy the game is just going to get easier and easier as time goes on since you'll be able to focus more resources on improving your city rather than just keeping your head above water. Having a strong and balanced economy and some good techs by the end of the third day will put you in a commanding position to handle the challenges going forward. Don't accept a mission to raise the heating levels of homes when the weather is about to get much colder.įinally, focus on your build order. Others have already mentioned watching your resource usage, but I would also point out to watch the weather forecast so you know what's coming. Hunter's huts aren't particularly great, but they're very spammable since they only cost 20 wood and once you reduce their staffing requirements down to 10 people you can support a lot of hunters, which will usually solve your food problems (if not, use soup discontent is easy to manage, and if you're having any food troubles don't hesitate to use soup). In terms of feeding your people, make sure you tech up to hunter's tactics. Since you lose any hope you earn in the first few days after the Winterhome event, the only reason to take Cemetery is if you're delaying it until after Winterhome to gain its hope bonus. Organ Transplants works even if you don't have any dead corpses, giving a large bonus to your medical facilities. Use it once to run a gathering post overnight to collect resources to build stuff on day 2. Emergency Shifts are dangerous and can cause an event that kills one of your people, but there's a once-per-game freebee where your first use of the ability cannot cause that event. In terms of law, my suggested order would be Emergency Shifts->Extended Shifts->Soup->Corpse Disposal->Organ Transplants. Quickly grabbing all the extra workers and resources from the outlying areas does wonders for your economy. My suggested tech order is Beacon->Sawmill->Hunter's Gear->Drawing Boards->Additional Scouts. You want to be able to support as many engineers working as possible. On normal difficulty, I'd go so far as to put up my workshop immediately on day 1 so my first tech (beacon usually) is complete by nightfall. ![]() Believe it or not, 22 days is enough time to get everyone in proper houses with maximum heating level and have thousands of food stockpiled. You'll find delaying your heating techs until around day 13 or so will do wonders for your build order. This saves you a huge amount of coal and lets you focus your research on your economy. The weather doesn't get bad enough for quite time before heating becomes necessary. A common beginner mistake is getting heating techs too early. ![]()
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