So happy to have wrapped up another series in this game! Let me know what interesting events you uncovered in this playthrough as I've yet to discover the ones that directly tie into the main story scenario. I keep hearing about them. Maybe I haven't played through this one enough!
This is definitely a "you'll get it on the 2nd playthrough". Seemed every time id make a choice: it'd introduce a mechanic that muted my choices benefits
i originally did this scenario on normal, and only saved the bare minimum number of people then i went back and did it again got the *full dreadnought* achievement did it on easy, but im still proud of myself, nothing to do except go back and try to replicate it on normal, i definitely made a bunch of mistakes i could have improved on
Based on my gameplay. The only thing I can add is that... 1. In the fortified hut you can have engies there though an interesting event will happen there but it will happen near the end and will not effect gameplay so if you need help you can pull out those engies 2. The weather station may seem important but its just useless to me because all you lose is the weather forecast but all the temp does is go lower so pull those guys out 3. Use your steam cores in the production you need Coal is the easiest to me the advanced coal mines mines can really produce a lot of it and you can scale down as evacuation goes even coal thumpers and gathering posts will do the job Food is easy as well but you need a lot of hunters huts you can use the hothouses but I only do that with automatons to make this resource easier Sign the Soup Law Steel is the hardest so I ussualy devote the automatons and the outpost for that Automatons are very useful and more so when the intergration upgrade is made to make the work 24/7 and you can dismantle the automaton if you need steam cores. Also with the workshop and medical integration upgrade you can use the engies on the repair shop Wood is the least you need so one wall drill is enough for the job but if you're in a pinch for coal use the charcoal burners for that 4. Keep hope and discontent in check when riots break out you can convince them to stop and will get an efficiency bonus as a sorry 5. Keep the repair station fully staffed always the more the engies staffed the easier the repairs are if you only react to the problem it will only get worse
Since direct gathering is so slow, you need to spam gathering posts. With alot of messing around I found some spots where you can remove a few sections of road, and have a gathering post drop neatly in and have a pre-built road to most of them. Ripping up the roads I got six more gathering posts built, along with the one next to the coal thumper near the iron deposits. I completely demolished everything inside the first three tent rows, even the stuff that survived the riots. Along with both coal thumpers, the one gathering post not in wreckage range, and the other cook house way out in the boonies. That cleared out room for two rows of bunkhouses in the inner ring with some fighting arenas so I could demolish anything not covered by moved and built steam hubs. Yeah, the old Captain even misplaced those. Everything in this city is temporary, so I built six workshops right on the edge of the inner zone I was clearing, leaving room for the bunkhouses, then tore them down after I built a research area in an area cleared of wreckage. Since you start at 04;30? Most of my gathering posts and workshops were ready or nearly so at 08;00 of day one. Four more got added one in the old snow pit, during the day and a second behind the Propaganda Center ruins the first night, since it was so huge I wanted an overlap. Two final gathering posts had to wait till near the end of day 2, when spots opened up to cover the last few ruins on the edge of the city my initial layout couldn't cover. Direct gathering was only in heated areas, and I tried to go with ruins in areas I was heating for housing first. After that I tried to minimize the hubs that were on just to clear wreckage to maybe one or two at a time, and just flooded the zone with people. I had the city mostly cleared and plenty of unemployed to do daytime construction with after day 2, and could have cleared the city completely by day 3, but left a few sites alone on the edges to get all the rescue events, particularly the engineer one. Speaking of temporary? Charcoal kilns work well with this scenario. You only need two techs to get them fully upgraded, and they are shallow in the tech tree. Three of them kept me well supplied with coal, since I had wood coming out of my ears, and the dreadnought doesn't take any. Health wise the other reason for so many workshops was to get both Faster Gathering and Medical Post upgrades on day 1. I think I topped out at six, and Odd numbers of engineers from 06;00-18;00, evens from 18;00-6;00. Four at night is fully staffed, and helps you fully staff more posts at night.
This is a great comment! Thanks for sharing! Your strategy looks like it dominates this scenario with a lot of micro up front and maintaining vigilance throughout in terms of managing your engineers. It really pays to demolish as much as you can up front without making the vast majority of the population suffer for it. Definitely recommend people to read this to supplement this video!
@@PhatBeetzGaming First a slight correction, I forgot about three gathering posts I built during the first day. One that covers the wreckage over the second steel mill site, you have to pull down the nearby coal thumper to make room. The other two anchor both the arc of ruins in the third ring, and my workshop arc on the other side. Micro? Not so much as you might think. Day one, I did have what I call the Grand Shuffle in the morning. Basically shuffle the work assignments of children and workers still on construction work, mostly the outlying buildings. This was so I could have full manpower on what I considered high priority ruins to clear. My priority for sending people in to work the ruins directly was A) they have to be heated, then B) priority areas. For me that was the inner two rings, then the area above the stockpiles, where I normally cluster my workshops, and the area around the steel mills to get the second up. For the last as areas are clear, it is a good spot to slap down a depot since the workers are already there, as long as nothing else needs that space. After that C) wood over steel. Mostly because that is more manpower efficient. One possible issue with this strategy? You start with just enough housing for everyone left. This will give you homeless people till you rebuild the inner ring at the end of the day, and the discontent might make doing this nonviable when stacked with radical treatment at higher difficulties. Once the last of your day 1 workday builds are done? It is just keeping an eye on ruins about to be cleared and moving them over to fill the next ruin that needs workers. Really unskilled manpower is the one thing you are never short on, even spamming hunters/flying hunters huts and sawmills to soak them up. For engineers, I picked six workshops because they both fit the arc I was placing them in, and that let me fully staff my initial medical posts. It did get somewhat micro, but doable, when I added a few more and was doing night healing and deciding who got short staffed during the day. There my priority was patient through-put, if the post had a sick engineer or was close to releasing several patients? If got the higher staffing. If a post was mostly longer term patients and/or people walking to treatment? Minimal staffing till I had people to spare or the patients actually showed up. Basic Phase 1 advice? The devs were sadistic geniuses, even many radial roads are a few pixels off so check and expect to demolish nearly everything in the course of rebuilding the city. So don't be afraid to throw up buildings that might only be needed for a couple days till you have a better spot cleared. For Phase 3 and 4? One, figure out how much research you actually need, and then stop and shut it down once you do. Unnecessary research eats steel that could build cabins. Two, when sending the evacuation train? Always send it out full. If you have room after sending the steel, cores, and food needed for the people on the train? Fill it up with more food, coal, or steel. Rinse and repeat till you need less than a train load to complete the dreadnought, or don't have enough in the city to fill the train this trip besides people.
@@nikaszekeval6850 Really nice summary! You covered aspects that I touched on in the in-depth Phase I series concerning the first day in much more detail. I did most of the set up at the outset and did micro around for gathering posts until things picked up. And yes, I think the strategies that are outlined are much more difficult to execute at higher difficulty settings. People are much more susceptible to sickness and turn against you at the drop of a hat. You have to know everything about the scenario ahead of time to navigate through at those levels!
Best of luck! It's all about treating your people fast and getting steel production up ASAP. I've only managed to do it in a week. It's enough to get through normal. BTW, check out Dr. Nicholas Ivory to see what real master does with these scenarios!
@@PhatBeetzGaming the problem with my first and only victory is that the Dreadnought was full with children and woman and men no engineers, I kept them all on making the generaotr go. Received "we don’t know where to go" made me feel guilty.
@@PhatBeetzGaming yeah, I know all the children made the workers efficiently get 10% better but didn’t knew all workers did. I am trying to do the lore accurately version, where he sends some children all engineers and hakf the workers.
So happy to have wrapped up another series in this game! Let me know what interesting events you uncovered in this playthrough as I've yet to discover the ones that directly tie into the main story scenario. I keep hearing about them.
Maybe I haven't played through this one enough!
This is definitely a "you'll get it on the 2nd playthrough". Seemed every time id make a choice: it'd introduce a mechanic that muted my choices benefits
If you get through this scenario in the 2nd playthrough, I'll be beyond impressed...
It took me a lot more than that to even launch the dreadnought.
i originally did this scenario on normal, and only saved the bare minimum number of people
then i went back and did it again got the *full dreadnought* achievement
did it on easy, but im still proud of myself,
nothing to do except go back and try to replicate it on normal, i definitely made a bunch of mistakes i could have improved on
This is actually how I worked my way up to normal as well... you need to know everything about the scenario to beat it on the hardest settings!😱
i can do every other dlc with some ease but winterhome always kicks my butt. good video tho dude
Lots of challenges from the other scenarios that they throw at you here!
Based on my gameplay. The only thing I can add is that...
1. In the fortified hut you can have engies there though an interesting event will happen there but it will happen near the end and will not effect gameplay so if you need help you can pull out those engies
2. The weather station may seem important but its just useless to me because all you lose is the weather forecast but all the temp does is go lower so pull those guys out
3. Use your steam cores in the production you need
Coal is the easiest to me the advanced coal mines mines can really produce a lot of it and you can scale down as evacuation goes even coal thumpers and gathering posts will do the job
Food is easy as well but you need a lot of hunters huts you can use the hothouses but I only do that with automatons to make this resource easier Sign the Soup Law
Steel is the hardest so I ussualy devote the automatons and the outpost for that
Automatons are very useful and more so when the intergration upgrade is made to make the work 24/7 and you can dismantle the automaton if you need steam cores. Also with the workshop and medical integration upgrade you can use the engies on the repair shop
Wood is the least you need so one wall drill is enough for the job but if you're in a pinch for coal use the charcoal burners for that
4. Keep hope and discontent in check when riots break out you can convince them to stop and will get an efficiency bonus as a sorry
5. Keep the repair station fully staffed always the more the engies staffed the easier the repairs are if you only react to the problem it will only get worse
I finally got it done! Took a lot of tries, but I couldn’t have done it without you. Thanks for the achievement!
Since direct gathering is so slow, you need to spam gathering posts. With alot of messing around I found some spots where you can remove a few sections of road, and have a gathering post drop neatly in and have a pre-built road to most of them. Ripping up the roads I got six more gathering posts built, along with the one next to the coal thumper near the iron deposits.
I completely demolished everything inside the first three tent rows, even the stuff that survived the riots. Along with both coal thumpers, the one gathering post not in wreckage range, and the other cook house way out in the boonies. That cleared out room for two rows of bunkhouses in the inner ring with some fighting arenas so I could demolish anything not covered by moved and built steam hubs. Yeah, the old Captain even misplaced those.
Everything in this city is temporary, so I built six workshops right on the edge of the inner zone I was clearing, leaving room for the bunkhouses, then tore them down after I built a research area in an area cleared of wreckage.
Since you start at 04;30? Most of my gathering posts and workshops were ready or nearly so at 08;00 of day one. Four more got added one in the old snow pit, during the day and a second behind the Propaganda Center ruins the first night, since it was so huge I wanted an overlap. Two final gathering posts had to wait till near the end of day 2, when spots opened up to cover the last few ruins on the edge of the city my initial layout couldn't cover.
Direct gathering was only in heated areas, and I tried to go with ruins in areas I was heating for housing first. After that I tried to minimize the hubs that were on just to clear wreckage to maybe one or two at a time, and just flooded the zone with people.
I had the city mostly cleared and plenty of unemployed to do daytime construction with after day 2, and could have cleared the city completely by day 3, but left a few sites alone on the edges to get all the rescue events, particularly the engineer one.
Speaking of temporary? Charcoal kilns work well with this scenario. You only need two techs to get them fully upgraded, and they are shallow in the tech tree. Three of them kept me well supplied with coal, since I had wood coming out of my ears, and the dreadnought doesn't take any.
Health wise the other reason for so many workshops was to get both Faster Gathering and Medical Post upgrades on day 1. I think I topped out at six, and Odd numbers of engineers from 06;00-18;00, evens from 18;00-6;00. Four at night is fully staffed, and helps you fully staff more posts at night.
This is a great comment! Thanks for sharing!
Your strategy looks like it dominates this scenario with a lot of micro up front and maintaining vigilance throughout in terms of managing your engineers. It really pays to demolish as much as you can up front without making the vast majority of the population suffer for it.
Definitely recommend people to read this to supplement this video!
@@PhatBeetzGaming First a slight correction, I forgot about three gathering posts I built during the first day. One that covers the wreckage over the second steel mill site, you have to pull down the nearby coal thumper to make room. The other two anchor both the arc of ruins in the third ring, and my workshop arc on the other side.
Micro? Not so much as you might think. Day one, I did have what I call the Grand Shuffle in the morning. Basically shuffle the work assignments of children and workers still on construction work, mostly the outlying buildings. This was so I could have full manpower on what I considered high priority ruins to clear. My priority for sending people in to work the ruins directly was A) they have to be heated, then B) priority areas. For me that was the inner two rings, then the area above the stockpiles, where I normally cluster my workshops, and the area around the steel mills to get the second up. For the last as areas are clear, it is a good spot to slap down a depot since the workers are already there, as long as nothing else needs that space. After that C) wood over steel. Mostly because that is more manpower efficient.
One possible issue with this strategy? You start with just enough housing for everyone left. This will give you homeless people till you rebuild the inner ring at the end of the day, and the discontent might make doing this nonviable when stacked with radical treatment at higher difficulties.
Once the last of your day 1 workday builds are done? It is just keeping an eye on ruins about to be cleared and moving them over to fill the next ruin that needs workers. Really unskilled manpower is the one thing you are never short on, even spamming hunters/flying hunters huts and sawmills to soak them up.
For engineers, I picked six workshops because they both fit the arc I was placing them in, and that let me fully staff my initial medical posts. It did get somewhat micro, but doable, when I added a few more and was doing night healing and deciding who got short staffed during the day. There my priority was patient through-put, if the post had a sick engineer or was close to releasing several patients? If got the higher staffing. If a post was mostly longer term patients and/or people walking to treatment? Minimal staffing till I had people to spare or the patients actually showed up.
Basic Phase 1 advice? The devs were sadistic geniuses, even many radial roads are a few pixels off so check and expect to demolish nearly everything in the course of rebuilding the city. So don't be afraid to throw up buildings that might only be needed for a couple days till you have a better spot cleared.
For Phase 3 and 4? One, figure out how much research you actually need, and then stop and shut it down once you do. Unnecessary research eats steel that could build cabins. Two, when sending the evacuation train? Always send it out full. If you have room after sending the steel, cores, and food needed for the people on the train? Fill it up with more food, coal, or steel. Rinse and repeat till you need less than a train load to complete the dreadnought, or don't have enough in the city to fill the train this trip besides people.
@@nikaszekeval6850 Really nice summary! You covered aspects that I touched on in the in-depth Phase I series concerning the first day in much more detail. I did most of the set up at the outset and did micro around for gathering posts until things picked up.
And yes, I think the strategies that are outlined are much more difficult to execute at higher difficulty settings. People are much more susceptible to sickness and turn against you at the drop of a hat. You have to know everything about the scenario ahead of time to navigate through at those levels!
Looks like you're doing well for yourself - keep it up, man!
I'm doing my best! Going through a retooling phase right now, but I'm planning on starting the next series soon!
I thought it was possible to save that generator and felt like I failed lol
Will use this to make full Dreadnought since I only managed once on easy never again I'm able to make full Dreadnought before the imminent explosion
Best of luck! It's all about treating your people fast and getting steel production up ASAP.
I've only managed to do it in a week. It's enough to get through normal.
BTW, check out Dr. Nicholas Ivory to see what real master does with these scenarios!
@@PhatBeetzGaming the problem with my first and only victory is that the Dreadnought was full with children and woman and men no engineers, I kept them all on making the generaotr go.
Received "we don’t know where to go" made me feel guilty.
@@ADJackD I'm an engineer IRL...so this scenario made me a bit sad.
Sacrificing them was a tough call to make.
@@PhatBeetzGaming yeah, I know all the children made the workers efficiently get 10% better but didn’t knew all workers did.
I am trying to do the lore accurately version, where he sends some children all engineers and hakf the workers.
@@ADJackD That is true dedication to role-playing!
dude, thank you very much , can you make a video for the extreme difficulty of this story as well ??
I manged to full up the dreadnought with people but i had some left over.
That's by design I think...can't save everyone sadly.
i dont suppose you'd be a dear and do last autumn by anychance? lol
It took me years to put the vanilla missions together.😅
But yes, I'm going to get the DLC out at some point. I've only 100% completed TLA once so far!