![]() Make sure no Engineers work an Emergency shift because you'll need those for medical care during the night and for research the next day. ![]() Don't worry about the hit to discontent, it's temporary, and if your people give you an ultimatum it will go away one everyone has a roof above their heads. Calling less than three misses out on resources, calling four will result in you having tons of resources but no one to build anything because everyone is working an emergency shift. Once I sign Emergency Shift, I call three of them immediately after 8 am on day 1, two on wood crates and one on a coal pile.Basically Labor, Healthcare, Food, because that's the order you need those things in. For Laws, I tend to go Emergency Shift -> Extended Shift -> Radical Treatment -> Overcrowding -> Sawdust Meals.The people you send out as scouts will not eat and don't get sick - and they will bring back more manpower, which you have no other way to get, as well as more resources than those 5 people could ever produce. Get the Beacon as your first research.You'll be behind schedule until you start, but the speed at which you're working should get you back on track.Ģ4h shift on the docks and sawmills gives you the resources you need to work safely and give your workers most anything they ask for.I've managed to get the best ending with both Order and Faith, so yes I have some Tips: Don't forget to turn them off when you're done!! With 24h work, full staff, high motivation, supercharge, and high safety, you should be able to bang out the generator section in a day. Turn on two ventilation plants and set them to 24h. Set the generator to two shifts, pull all the workers you can off other places and put them on the generator. Wait until you've manufactured all the parts necessary+extra steam exchangers/steel composites for superchsrge+safety equipment. High motivation is key for the next step of the plan. Comfortable quarters is easy enough as well. Bath house, faith, hearty meals, comfortable quarters, pub, prostitutes, brawlsm A fishing harbor with fine mesh 15 people and 2 shifts+ a 1 foraging team will give you all the food you need for hearty meals. Next, get motivation high! Pass all laws that raise motivation and lower discontent. It's always more efficient, even if you only have 1/3 the max staff. Set the docks and reloading stations to 24h, set the sawmills to 24h, set your fishing harbor to 24h, set the workshops 24, set your generator part manufacturing to 24h. Set as many workplaces to 24h as possible. No matter who you side with, Two shifts and shift work coordination is incredibly powerful. Get 24h shift on two workshops and you will race through the tech tree. ![]() The next important part is unlocking labor laws by producing a couple of structural profiles. On normal you might be able to research docks first since people don’t starve as quickly. This is a start that works well on extreme. Start building tents when you have the lumber for it and a chapel. You should be able to build the docks during the evening of day 2.īuild the telegraph station and order workers. Important since a manned dock unlocks the telegraph station. Research forager.īuild two gathering posts that cover the wood and steel.īuild a cookhouse and prepare your raw food.įoragers should be finished. ![]() Lumber has to be conserved in the beginning.īuild and man one workshop. The first days as in every scenario is very important to do right. ![]()
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