![]() ![]() I also like to kindda rush the Infirmary which is way faster than the Medical Posts. Plus Engineers have the Inspectorate that increases workplace safety which is great as it can save you a lot of sick workers and even enable you to work during the 3 degree toxicity. Compared to the Workers they lack in the motivation department but again, Cocaine PIlls can easily pick up the slack. Subsequent phases are way more forgiving. You gotta have the steel flowing asap and build the Telegraph Station. It's important to hustle in the first phase since it's very tight. Then a cookhouse, the Tents, Chapel, Pub, Docks, Reloading Station. I then built one Workshop, one Medical Post (so that those 3 sick you always get after the first night can start healing asap) and then another Workshop. Workers gather material MUCH faster that way. I pulled 10 people from the Steam Core pile and 10 people from one of the steel piles and put them in the Posts. With another 5 steel I plopped another one right below. My build order was: I distributed my people evenly to all the piles and as soon as I had 5 steal I plopped a Gathering Post between the wood piles. I didn't use the Bath House, I just got it for the Comfortable Quarters perk which lowers discontent nicely and cheaply. The only downside is a couple of people will die of overdose (I got maybe 5 or 6 dead over the entire playthrough). Especially the Cocaine Pills are super OP, they'll single-handedly get you to that sweet bonus efficiency in a few days and keep you there until the late-game. This order worked best for raising Motivation as fast as possible over the +30% efficiency threshold. My law order was: Gruel - Sustain Life - Chapel - Cocaine Pills - Pub - House of Pleasure - Evening Service - Bath House - Comfortable Quarters. Next I went for Docks - Drawing Boards - Reloading Stations - Fishing Harbour (as soon as that was done I let my Foragers roam) - Profile Manufacture Two or three people still died but I think with better micro it can be done without anyone dying. ![]() Therefore it's better to rush Foragers (first Sawmills then Foragers) and send them west to the hunting camp asap. ![]() About 30+ people died before my Fisheries kicked in. I tried to make do without the Foragers but I couldn't make it work with just the Fisheries before a lot of people started to die of starvation. I finished 5 days ahead of schedule, before the sea froze over. Afterwards it's more or less smooth sailing till the end. As with all the Survivor scenarios, it's all about being very precise with your build and law and research order in the first few days. ![]()
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