Plus you get an extra 14 hours of 15 people gathering the first 24 hours by Emergency Shifting a Wood Crates, with that alone beating Child Labour's contribution by 4 hours of work. With Emergency Shift opening, you get 14 more hours of research in the beginning, representing a headstart of an extra tech of your choosing for the entire game. You get 15 more hands to gather for 10 hours in the first 24 hours, great. I've tried Child Labour opening, but there's just no way for me to find a way to make it optimal, no matter what you're doing after that. Food Additives will even actually stretch out Fishing Village to feed the entire colony until you start accepting the lords if you really want to push it to the max. Actually, with only one Wall Drill, you're really going to want Sawmills to supplement your wood production sooner or later anyway, so why not just get them early? The extreme productivity of Fishing Village (if you can just hang on long enough to access it before running out of food) also lowers the relative value of Hothouses. The fact that there's only one Wall Drill site on this map and it's a bit out of the way limits its usefulness somewhat, while Sawmills are accessible earlier, able to scale up production when needed, and easier to clump in heat zones with other resource producers and makes them a more attractive option. I'm not that crazy about the fact that I have so many cores sitting around gathering dust for so long, but basically every time it came up, I'd find some other research goal that took priority and end up managing just fine by relying on brute manpower. Yeah, it took some trial and error to decide on this. You still have time to fully scout everything even if you don't launch the first scout before day 8-10. This scenario is by far my latest scout launch but IMO you're so desperately in need of resolving your food, housing, and heating issues that it makes more sense to wait on the scout. I build tents in a wedge formation so I can heat them as soon as I get steam hubs, which is my next priority after the wall drill followed by heaters.Īfter that I go for steel mill and coal thumper and finally around day 8 I get my beacon set up and launch my first scout. So around the generator all I have is 2 hothouses, a cookhouse, and a some medical posts. I initially put the hothouses and the cookhouse right next to the generator because I won't have heaters or steam hub before that first cold snap hits. Day 4 I have a wall drill, usually by destroying one of my hothouses until I gather a 3rd steam core. So as soon as I discover hothouse I can immediately build 2 of them. I also put 15 people on the northern steam cores long enough to collect both steam cores. Once I have enough wood I build gathering huts near the wood piles down south. Wait for them to show up and put everyone on wood before I convert all my raw food to rations because I don't want people wasting time eating yet. I build a cookhouse as soon as I have enough wood, before the first group of refugees arrives. Once I get to 10 steel I put everyone on wood.Ģnd tech is hothouses. In the morning I put some people on steel in addition to the gathering hut because I need 10 before I finish researching drawing boards. At night I build a gathering hut next to the workshop to gather steel and steam cores and a medical post to help out with my sick people who are currently still homeless. ![]() Then everyone goes back to wood for the rest of the work day. So once I get 50 wood I start researching drawing boards and put everyone on steel long enough to gather 5 steel. My reasoning for this is that in Refugees your need for food and wood is desperate and hothouses and wall drill is the best answer to that. ![]() ![]() My first tech is drawing boards so I actually get a bit of a late start on research since I won't have 50 wood by the time the workshop finishes building, but not too long after. My initial start is to destroy all of the roads except the one that goes north towards the northernmost resource piles, put everyone on steel and start building a workshop below the northernmost set of resource piles as soon as I reach 5 steel. I do emergency shift and extended shift after child labor. I actually think Child labor first is better on this scenario since you start with kids being such a high percentage of your initial population. I have a different strategy I use for Extreme Refugees.
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