I don't remember exact numbers anymore, but I think I lost 30-40 people in total (mostly from sending people to the mines near the end) and ended up with 549 population left.
You lads should try it on hard, people get gravely ill just because you sent them to collect wooden crates 5 metres from their homes, shits brutal.
I'm guessing Hard makes it impossible to keep everybody alive?
Yeah but I didn't even have sawdust food or anything. I just suddenly had all 80 or whatever starting people sick. I'm not even sure why, it wasn't like, 3 people got sick and I wasn't paying attention or anything, I literally watched 80 show up on screen for no discernible reason.
Does this game have saunas?
The game just really isn't worth the money, I finished 2 out of 3 scenarios after just 6 hours.
Did all three scenarios on normal difficulty and got about 15 hours out of it.
Really enjoyed this game.
https://files.facepunch.com/forum/upload/223218/eb5d2f37-9950-402a-871e-d012b330b64c/image.png
Ending timelapse was neat too. In the end I think nobody died
Game is a bit on the easy side, won the first scenario with like 50 deaths most of them from the mines thing and 500 something people.
Played and "won" the second scenario but i didnt like the manchester objective, shits so sudden and the 2000 food requirement fucked me hard.
Yeah they've put a lot of thought into the dynamics of this game. It's just that the endgame is too fast and there is so much more that can be done objective wise.
Hell I completed the game and I didn't even set up outposts. I think the game would benefit from a little less population, as in. Less people to manage, more micromanaging. And the exploring aspect is great, they should really expand on that.
That overmap was really clever. The minimalist approach really worked well to give a nice sense of scale with so few assets.
Now that i've played through the main campaign a couple times and beat the ark campaign and utterly failed the refugee campaign a bunch of times. I can say that i'm pretty satisfied with my purchase, and i can tell this is going to be one of those games that inspire me for the rest of my life.
Now, if i was making decisions on where to add content from here, i'd want something that involved some more strategic elements to go with the survival. As it is now the game is a pretty beautiful linear experience, but i'd get a lot more out of the setting if i could interact with a dynamic meta-game of sorts-
Like say, now that you've survived the worst of the winter, you come back in contact with London, who have become the flipside of whatever path you took. Like if you picked the Fascist route, they've picked the theocratic, and now in a proper human fashion we start finding things to fight over. And you begin competing for space with an AI, where you have to decide whether to turn your surplus into stuff to fight with, or develop your city, or found new outposts, etc. That'd be a worthy expansion. Worth paying for.
I agree about the outposts thing, I've not once felt the need to make one since by the time I have the capacity to do so its either just before the endgame warning meaning i'd only have the outpost for like a week or im so well off that I just don't need them.
Feels like maybe a continuous mode would be in order as that would really benefit from them given the resources from mines are limited and steam cores are only gained through exploration
Did you know you could rotate buildings?
I didn't.
I found out by accident early on. But it wasn't intuitively obvious.
Also, speaking of more content- I'd really want to know what happened in Tesla city. Sounds to me like Ol' Nikola didn't watch his discontent-bar.
And his fry-everyone's-ass-with-lightning bar, for that matter
How difficult is the game? I just got it expecting it to have a difficulty level but it doesn't, and I don't want to drop it when my decisions inevitably backfire
wait what
You can choose the difficulty once you beat it, the default is medium. It's not the hardest but it was still challenging to me.
Managed to beat the first scenario with 609 folks left on the default settings. Real happy with this. Lost a lot of people to the mines but it had to happen to keep the generators chugging away at max. All in all took me about 6 hours to beat it not including previous attempts, and that was 6 very full on hours. I found myself having to constantly micromanage everything to keep it going. Great game though.
I'd say it's fairly challenging depending a LOT on what choices you make throughout the game. Lagging behind in something that turns out to be critical may snowball into an uncontrollable situation.
My main pointers:
For the opening, focus on coal and wood. Gathering Posts help provide basic steel income on the side.
Gathering posts are probably one of the most useful buildings in the game, so use them. They keep your workers warm and provide collection rates for everything in their area.
Coal Thumpers are by far the more productive option, but they demand a lot of manpower. 2-4 Gathering Posts around one will provide all the coal you'll need until midgame. The trade off for having a lower manpower requirement with a Mine is a steam core for construction, which is usually extremely rare.
Saw Mills should usually be able to provide more than enough wood to build up and upgrade up to decent town. Wall Drill will demand another steam core but provides practically endless wood, same as the Mine for coal.
Hothouses can become the most productive food production buildings in the game, but they require a steam core + another to build and upgrade. NOT WORTH IT. Use Hunters and Flying Hunters if you can (second scenario is an exception).
Steel will be a luxury that accumulates relatively slow, so try to get at least one Steelworks up ASAP.
Don't bother upgrading the Generator range. Use Steam Hubs in conjunction with Heaters to keep workspaces warm and the town spreading.
Set aside as many steam cores as you can from essential buildings and consider investing into Automatons - they're a godsend for managing the workforce. They fear no cold and can be upgraded to become 95% efficient. They can even man Workshops to take over the inventing while the engineers party and sleep.
Have a fully staffed Medical Post at the very least as soon as your first sick dudes roll in. Don't let it spiral out of control.
Don't blindly upgrade or invent things you don't need. Prioritize. ESPECIALLY the steam cores.
I heavily recommend going straight for Extended Shifts with your first two laws. Increase productivity across the board for a chance of an event that asks you to run normal shifts for 3 days. After that, good to go again. The extra hours build up, trust me.
Get a scouting party up ASAP. Send them out and have them bring back as much as they can. Try pushing for at least 2 scouting parties to maintain good pace in exploration. Same with Outpost Depots. The stuff they provide add up pretty nicely. (Hint: Tesla).
Pretty wild roller coaster of a game if you're playing for the first time.
I disagree with not upgrading generator range. Each range upgrade increases the coal consumption linearly but the surface covered increase is exponential. Comparatively, steam hubs consume as much coal as the generator but cover a much smaller surface. In the refugee scenario I was bleeding coal like crazy and I only figured out very late that steam hubs were bleeding me dry. Always use heaters over steam hubs for workplaces.
Heaters are more efficient per coal unit used, considering that they only use 1/2/3 coal per hour per level and provide increasing heat levels to match, but they only warm up workstations. Hubs keep every covered building warmer by the corresponding generator upgrade level of warmth and allow expansion. I'd say generator range upgrade could be justified in mid-late game when you coal income should be large enough to require resource depots for extended supply and stockpiling on warmer days. Early game though, you'll do better relying on hubs for both expansion and covering workspaces at the same time. The trick is to cover as much as you can with as little extra coal use as possible. Insulation upgrades also help, but there are probably more pressing concerns the lower the temperatures get.
Nope! Basic consumption (level 1 heat, level 1 range) is the same as the generator, 3 coal per hour. It increases by an additional 3 coal per hour per heat level increase, and the level 2 range doubles the total consumption. Generator is the same, except it has access it further range upgrade (level 3 range triples the consumption, level 4 quadruples).
From my experience, it's best to use Steam hubs in the late game as you should be maximizing your use of the generator aura early on since it's much more cost-efficient than steam hubs. Workplace insulation and heaters research should be able to carry you until basically the endgame.
New update. Nothing too fancy but they have a roadmap now:
https://youtu.be/15X35dqSvCo
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