![]() Corners were cut, and Winterhome was doomed. I think the explanation for Winterhome is simple: they were rushed, short on supplies, and facing worker discontent. Corners were cut, and Winterhome was doomed.ĭarvin: This is very unlikely for two reasons. This suggests they are probably very far away from each other. We don't know the Winterhome or New London generator numbers, but we do know Winterhome was under construction contemporaneously with the generator 113 (the one you build in Last Autumn) so it must have been one of the last generators constructed. We also happen to know the generator number of the Refugees scenario (you can see it if you start an endless game on that site): it's 014, meaning it was one of the first generators built. It is very unlikely that someone made the trip between the two areas. Didn't he? This is very unlikely for two reasons.įirst, the surrounding coastline in the Refugees scenario looks nothing like that in New Home. Pissed off engineer orchestrated a sructural flaw. That'll fix it.A_M: Ever before I thought it was a hang man from Hangman hill in Refugees" scenario to blame. The second you reach the goal you needed to lower discontent, turn back on extended shift on all the buildings you just turned them off. It should immediately unless you have a huge temp modifier like you ran a 24hr shift. When discontent rises you need to go around to all your buildings and turn off extended shift until it fixes it. In general, my main problem is that very quickly discontent is accumulating and I am being overthrown. I think The Arks with saving New Manchester is harder. Yes, your people sometime starving or freezing, but you can two times ignore their request for warmer homes, third time make some homes warmer and then to the same tactic again.Īt survival forget about automatons, no resources to make them in Refugees scenario.Įdit: I did Refugees on second run. Use nightshifts at workshops to develop second scouts and resource upgrade (mainly steel). Then I just rushed for beacon and with first scouts run to food, then its playable well. On survival go first for nightshifts, build workshop, sawmill, gathering posts to use less people and have warm. If you have problems with something and you saving it on last moment, it will be cummulating and later it will be impossible. Remember, on survival you need good start. I have all achievements, now waiting few months for new content. Refugees saved all waves, resolved class conflict. I did every scenario on Survival difficulty with best possible ending. I did about the same thing with the beacon, unfortunately not always have the right location with the food on the map. I filled out the bottom tiers all except for faster gathering which you dont need.ĭont forget to turn off the generator during the day for the first few days, just run it at night Dont worry about generator range upgrades just use steam hubs and get coal thumpers before coal mines, use the child labor for resources.įor tech I went beacon, hunters gear, heaters, steam hubs, coal thumper, steel mines. For laws go child labor, emergency shift, extended shift, soup, radical treatment, overcrowding, corpse disposal, organ transplants, child labor all jobs. ![]() Build a beacon immediately, second day get a hunters hut going and a cookhouse to start feeding people. Start emergency shift on the workshop the second it becomes available. ![]() Neglect houses the first couple of days, just build a workshop and a med post day one. It took about twenty tries for me but eventually I got it. Originally posted by pmpdadypenguinmn:its not impossible, i was able to do it. ![]()
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