You’ll find that around the end of day 2 people will start to get hungry and you’re going to need to rectify this with a steady income of food. So, by this point you’ll have covered Medics bays, have a large-ish, stockpile of wood, a steady flow off steel and a few people gathering coal for the 2 hours of generator time during the night. The idea is to get as many survivors early on as possible so you can boslter your economy and put you in a good stead for the future. GLOOMY CAVE – Survivors + Risk of Losing Scouting party.Once your SAWMILL is researched start to research HEATERS, this will be useful for when the cold hits and you’re unable to work in the cold conditions, at risk of getting Ill.īy this point, your new survivors should be entering the city, assign them to steel and wood if you have any points left over and send your Scout out to look for more survivors.ĭo not send your scout to STURDY SHELTER yet, You have a chance at getting more survivors from places such as: So for the rest of the day, you just wait for the scouts to bring in your new survivors and wait for your SAWMILL research to be completed. Do not use emergency shift, it is too risky. So as day 2 starts, you’re going to want to build a MEDICAL BAY around the first ring of your generator, as it doesn’t provide its own heat and will not heal anyone during the cold of day 4.Īs soon as the cooldown is lifted, you’ll want to sign the EXTENDED SHIFT law and go through all your resource points and switch WORKING HOURS to 6:00 – 20:00 this will give you 4 hours worth of resources per day. While they are scouting you’re going to want to prepare for the first night, a trick is to leave your generator off till 3am.Īnd then turn it back off at 5am, this uses roughly 20 coal, and is your ticket to gathering more important resources at the start of the game. Once your beacon is completed, take 5 workers off wood and you want to scout with them to the Lost Expedition. This will enable you to gather a semi-reliable source of wood, with protection from the cold when the wood crate resource points deplete. You want to place it somewhere behind your workshop, so as to not obstruct the first circle of tents that you’ll eventually want to build.Įnd of day one should look something similar to this.Īlso, at this point you will want to research sawmill. Starting your ScoutingĪt the end of the first day, you should have successfully researched BEACON. The idea is to gather as much wood as you can as it fuels all early research and all resource buildings (except gather points). Have 10 idle Engineers to build with optimum efficiency.This will enable quick building and getting your engineers researching as fast as possible. Open up the book of laws ASAP and sign the Emergency Shift Law, (Don’t use it, people will die at random times through using it.īuild a workshop next to your generator in the first ring. You want your BEACON up ASAP to get scouts to find more survivors. So, you start with 65 Citizens in a combination of Engineers and workers, workers being your unskilled workforce, and engineers being the skilled workforce (VALUABLE). ![]() Gather as much as you can from the gather spots with your unused workers/engineers before day 4, post day 4, any gathering will lead to Gravely ill –> Death (The infirmary is too costly of a research at this point.įeel free to make a variation on this, but this works for me.You can flick the generator on and back off at 3am – 5am and suffer no backlash, saving on coal for the first 4 days.For the first 4 days (Before the temp drop), You do not need tents.Build as much as you can DURING THE NIGHT this reduces idle time for your citizens as they don’t do anything after 20:00 (After extended shift).If you only have 1 sick citizen, remove some of your engineers, Always be wary of what is going on in your game and adapt to it. ![]() ![]() Micromanagement is so important for an Optimal start, take people off resources, notice that cooks are idle when you have no food, place them onto another resource. ![]()
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