![]() You then can use "Forced labour", lowering safety by 3 (practically guaranteeing deaths) and doubling efficiency as you build guard towers everywhere to make sure no-one questions your rule.īoth of the sides at their most extreme are absolutely horrifying, and I think it was meant to criticise the extreme political ideologies.Īll the scenarios had a message - or more accurately a question. You end up with an ability to turn workers into convicts, and build a panopticon to constantly survey workers, with probably some of the most disturbing art for the law in the game. For a no death run (i.e., no 24 hour shifts), it makes a difference in the amount of first 3 days' tech points to do it this way, because you only have 15 engineers until day 4 on hard (you get them mid day 3, but they go eat first, after walking across the whole pit, so you can't really use them day 3, i'm thinking about running some tests where I let everyone starve through day 3 to utilize those workers while they walk across the pit.Okay, so imagine the worst of communism, that's the worker route, and the worst of the auth-right, that's the engineers. Mine will not, which frees up those 5 engineers to be in a workshop, and get the 2nd medical house on the 4th night after getting more engineers. Your build will still need a second medical house on the second night. There are no necessary buildings the first night, except maybe a hunter's hut. I build my 2nd workshop after the beacon, and it finishes 2nd day afternoon, so I need the engineers.īut the point is that putting 12 people on coal day 1 and boosting the generator approximately results in equal resources on day one (since you don't need 25 wood for even the first medical house), and the 5 free engineers and increased productivity from nobody being sick-absent makes up on the second day what you didn't get the first day by harvesting coal (more than, because extended shift is online by then, so 5 engineers on day 2 = 7 workers on day 1!). ![]() That is 2 medical posts and 10 engineers (as many workers as I need to STOCK UP coal!) Instead, with only 1-2 sick from turning on and boosting boosting the generator at 13:00 (14:00 effective boost), I don't need a medical post until the second night (so 2 days of no sick time off or engineers being occupied). I usually build a second gathering post around day 5 because I just don't have anything else for the workers to do without going into "very cold" work at the piles.Ġ on coal the first day consistently yielded me 8+ sick on hard. That is only to hit 200 stocked day 1, and there is no reason to do that imho.īy the third day I build a gathering post by one of the two double coal piles, and 10 people on extended shift shores up enough coal to see you through the first -2 weather period with 0 workers in "cold" temperature (chilly only), running heaters on everything not next to the generator + 1 steam hub. TL DR: Leaving the generator off for the first day (or multiple days) might actually be pretty poor advice on hard difficulty, where your best "real" case (work all day, overdrive night) is a third of the pop of your worst case (gen off all day, turned on just to prevent the catastrophe event).ġ2 on coal the first day will see you through to the next morning (extended shift), and 10 the second day on extended shift is all you need. The tooltip first changes from "no risk of illness" to "very low risk of illness" at 2pm, it is possible that 2pm is when pops start "accumulating" cold points (for lack of an established term).Would be contrary to the wiki, which claims it is just average of work and home temps.Over-heating the homes while the pops are working seems to have no effect? (makes sense).Feel free to repeat tests and report if results are consistent across runs.(very constant 3-6-9 progression based on average temp level for my tests) Disable overdrive 1 hour prior to shift end (clicked at 17:00).Enable generator immediately, Overdrive clicked 1 hour prior to shift end (17:00).Observe 9 sick population at 5 am the next day.Enable generator immediately (no overdrive).Observe 3 sick population at 5 am next day.Observe 0 sick population at 5am the next day.remove all pop from jobs at 9:30 am (they stay home rest of the day). ![]() Enable generator immediately, enable overdrive immediately. ![]() Pops work all day except in case 1, as stated: Hard difficulty, immediately pass child labor (for larger sample size), put all population on coal (excess 5 on any other resource). I performed the following 6 runs under various conditions.
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