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ate shit on live tv
Feb 15, 2004

by Azathoth

Bogart posted:

Alright, I didn't know that about organ transplants not actually... requiring dead people. But when you're in a bad way on people dying, cemeteries and ceremonial cemetaries are huge for mitigating that hit to hope. Still, I'm a little leery of the health effects of snow pits.

As long as the snowpit is at the edge of the building map, it doesn't matter. You can surround it with supply depot's and keep it out in the cold and the health hit is zero.

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Acute Grill
Dec 9, 2011

Chomp

Gort posted:

The, "Everyone is sick and dying and now they've banished me" spiral is the only way I've ever lost a scenario in the game so far, so I tend to prioritise anything that gives me an edge in the medical department. I also try to go full employment whenever possible - it feels like having unemployed people is inefficient since they could be generating research or resources.

I agree with you on the health front. Even if you don't end up in a losing position, healthcare has a snowball effect that makes it a Herculean effort to recover from any lapse in medical care.

That same healthcare paranoia makes me disagree with you on Full Employment though. The more people I have sitting in their safe and warm homes 24/7, the less stress on my medical wing.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
:fry:

1GB update with a new scenario!

QuarkJets
Sep 8, 2008

Bogart posted:

Alright, I didn't know that about organ transplants not actually... requiring dead people. But when you're in a bad way on people dying, cemeteries and ceremonial cemetaries are huge for mitigating that hit to hope. Still, I'm a little leery of the health effects of snow pits.

Snow pits have no negative health effects so long as you don't heat them

Stop letting your people die sheesh

QuarkJets
Sep 8, 2008

DasNeonLicht posted:

Personally, I prefer using kids as engineering apprentices and rely on doubling rations for the ill to rush recovery time when I need to. If your infirmaries are even partially empty, medical apprentices seem like a waste, whereas there will always be something to research. My assumption here is that long-term gains through technology and efficiency outweigh any momentary marginal benefit you get by being able to send sick citizens back to work sooner. And remember that some technologies like insulation, heaters, and automatons can keep workers from getting sick in the first place, and infirmary upgrades can eventually make up for medical apprentices.

Disclaimer: I am a babby who plays on easy and who usually has a labor surplus and food to burn, but I feel like what I say might still be true at higher difficulties.

Building efficiency applies to the healing rate of all patients in that building regardless of how many patients it has, so those efficiency boosts are only wasted if literally no one is sick.

Tech is valuable and good and I don't think that engineering apprentices are a bad choice, but I always take medic apprentices now because effective healthcare is essential. Medic apprentices and overcrowding is the easy way to hit no-death survivor runs, and it even helps your tech rate because you can afford to divert more of those precious early engineers into additional workshops, plus any researchers that get sick will go back to work sooner. It owns hard. And while I like tech I honestly just run out of stuff that I want to research anyway, even without engineering apprentices (I never research hothouses, sawmills, or any of the specialist automaton stuff, why in the world would I need automatons working in workshops when there's so much coal to mine and wood to drill)

QuarkJets fucked around with this message at 07:13 on Feb 9, 2019

Davincie
Jul 7, 2008

how are you guys managing to get to the wall drill on hard or extreme without the saw mill? i either get it and get hosed by coal, or sort out my coal and run out of wood. which i could probably get in the frostlands, but my luxk has never had me find any fast enough to not immensily slow me down

Jamsque
May 31, 2009
I've always been in favor of the sawmill, it's so cheap to build and I never want to spend early game research on wall drill anyway

skeleton warrior
Nov 12, 2016


Davincie posted:

how are you guys managing to get to the wall drill on hard or extreme without the saw mill? i either get it and get hosed by coal, or sort out my coal and run out of wood. which i could probably get in the frostlands, but my luxk has never had me find any fast enough to not immensily slow me down

I don’t? Even if I plan to go Wall Drills, I still get a quick sawmill or two out to bridge the gap. Otherwise, I run into exactly the problems you’re talking about.

Bogart
Apr 12, 2010

by VideoGames
My broken brain wants to get rid of all the frozen logs first. I'm destroying resources if I don't!!!!!!

QuarkJets
Sep 8, 2008

Davincie posted:

how are you guys managing to get to the wall drill on hard or extreme without the saw mill? i either get it and get hosed by coal, or sort out my coal and run out of wood. which i could probably get in the frostlands, but my luxk has never had me find any fast enough to not immensily slow me down

research wall drills and coal thumpers earlier than other stuff and don't build non-essential buildings until you do

double nine
Aug 8, 2013

What's a good strategic place to position your field kitchen cookhouse(s)? In the middle of a housing district or near the factories/coal thumper/etc?

edit: now that's a stupid mistake. Fixed to actually say what I meant.

double nine fucked around with this message at 19:28 on Feb 10, 2019

QuarkJets
Sep 8, 2008

At the start of the game, right next to the generator. But by the time that I have the first generator range upgrade I've moved it over by my workshops, which is ~somewhere between my generator and an industrial area. People eat when they have free time so I figure it'd be good to place it somewhere near residences

Gort
Aug 18, 2003

Good day what ho cup of tea
I usually leave mine by the generator, but I guess it'd be more efficient to have it on a different steam hub that's shared by no houses, only by places of work. That way you can run that steam hub 8 or 14 hours a day instead of a full 24, and put another house or medical facility next to the generator.

The generator's on 24 hours a day, so it's most efficient to have 24-hour-a-day facilities next to it.

QuarkJets
Sep 8, 2008

Gort posted:

I usually leave mine by the generator, but I guess it'd be more efficient to have it on a different steam hub that's shared by no houses, only by places of work. That way you can run that steam hub 8 or 14 hours a day instead of a full 24, and put another house or medical facility next to the generator.

The generator's on 24 hours a day, so it's most efficient to have 24-hour-a-day facilities next to it.

This is a bit tricky and I don't fully understand it, but since people actually go to the cookhouse to eat I worry about people having a higher sickness rate if the cookhouse isn't heated 24h. Because people eat before and after work

double nine
Aug 8, 2013

... is there no way to see how many people died during the playthrough? I switched the generator overload on too quickly so when I actually needed it, it was cooling down and I lost people due to frostbite. It's pretty difficult to spot how many people were alive at the apex of the city compared to after the hellwave hits.

I also lost people because an infirmary got disabled by a stuck automaton, which was sucky. How many medical facilities to you need for the endgame anyway?

e: the final weeks are intense, they did a really good job in setting the mood, challenge and music just right.

double nine fucked around with this message at 17:40 on Feb 11, 2019

Gort
Aug 18, 2003

Good day what ho cup of tea

double nine posted:

... is there no way to see how many people died during the playthrough? I switched the generator overload on too quickly so when I actually needed it, it was cooling down and I lost people due to frostbite. It's pretty difficult to spot how many people were alive at the apex of the city compared to after the hellwave hits.

I also lost people because an infirmary got disabled by a stuck automaton, which was sucky.

How many medical facilities to you need for the endgame anyway?

Check your graveyard or body pit if you want to see who died.

Medical facilities are trickier than just, "You need three infirmaries and a medical post" - lots of things affect them. First off, how many people are in your city? How cold are your residences and workplaces? Do you have access to Houses of Healing from the Faith laws? Have you signed the medical apprentices, organ transplants, overcrowding or extra rations for the sick laws?

Generally speaking I just build as many Houses of Healing as are required for the number of sick in the city. If I have more sick than I have beds, I build another House of Healing. If I don't have Houses of Healing I guess I'd do infirmaries instead, but those are limited by steam cores.

double nine
Aug 8, 2013

I had all of them, basically. A few londoners left, but my city housed ~630 people, and I'd pretty much researched everything. My city was pretty much illness-free. The only issue was that once the storm hit, the number started ticking up fast, and I was unable to deal with the massive, sudden buildup of ill people.

are houses of healing actually worth it? the description made me keep away from them because I thought they might be a little too pray the frostbite away.

double nine fucked around with this message at 17:51 on Feb 11, 2019

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM

double nine posted:

I had all of them, basically. A few londoners left, but my city housed ~630 people, and I'd pretty much researched everything. My city was pretty much illness-free. The only issue was that once the storm hit, the number started ticking up fast, and I was unable to deal with the massive, sudden buildup of ill people.

are houses of healing actually worth it? the description made me keep away from them because I thought they might be a little too pray the frostbite away.

They are absolutely worth it. If sick people in large numbers are a problem, a few praying houses manned by literal children will save tons of lives.

[edit] The alternative being wandering around in the frost aimlessly until they double over. They will not stay at home and have chicken soup under ANY circumstances.

Nosfereefer fucked around with this message at 18:37 on Feb 11, 2019

Gort
Aug 18, 2003

Good day what ho cup of tea

double nine posted:

I had all of them, basically. A few londoners left, but my city housed ~630 people, and I'd pretty much researched everything. My city was pretty much illness-free. The only issue was that once the storm hit, the number started ticking up fast, and I was unable to deal with the massive, sudden buildup of ill people.

are houses of healing actually worth it? the description made me keep away from them because I thought they might be a little too pray the frostbite away.

Once the storm hits you can probably just tell everyone to stay home and let the automatons deal with the essentials. Any research would be too late by then anyway.

But yeah, Houses of Healing are the best medical building. They're the only healthcare that doesn't require engineers, and they're your only way of curing the seriously ill that isn't reliant on steam cores. Spam the hell out of them. People don't die like they do in reality when you try to cure illness with prayer.

surfacelevelspeck
Oct 1, 2008

communism's sleepiest soldier

the only problem i have with houses of healing is for some reason whenever i use them i always get that event where a sick person dies (even when i have no sick people) and it ruins my no-death runs.

Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM
In my headcanon, houses of healing are so efficient because of the many wrong assumptions of late-victorian medicine.

So instead of having a bunch of engineers doing dubious experiments in a tent, you rather provide the sick with a warm bed, and rest of body and mind.

Which, in a scenario where people are mostly getting sick through exposure, overwork and stress, turns out to work rather well.

DasNeonLicht
Dec 25, 2005

"...and the light is on and burning brightly for the masses."
Fallen Rib

Nosfereefer posted:

In my headcanon, houses of healing are so efficient because of the many wrong assumptions of late-victorian medicine.

So instead of having a bunch of engineers doing dubious experiments in a tent, you rather provide the sick with a warm bed, and rest of body and mind.

Which, in a scenario where people are mostly getting sick through exposure, overwork and stress, turns out to work rather well.

I like this explanation

Gort
Aug 18, 2003

Good day what ho cup of tea
Nonsense, I've yet to meet a disease you can't treat with a radium enema.

double nine
Aug 8, 2013

I mean from a certain point of view, HF is the solution for all illnesses.

QuarkJets
Sep 8, 2008

Syndlig posted:

the only problem i have with houses of healing is for some reason whenever i use them i always get that event where a sick person dies (even when i have no sick people) and it ruins my no-death runs.

Pretty sure that's scripted. If you want 0 deaths don't build houses of healing

double nine
Aug 8, 2013

do fighting arenas and churches require heat, or can they function in -50°C?

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

double nine posted:

do fighting arenas and churches require heat, or can they function in -50°C?

I don't believe they have building heaters, so temperature doesn't really matter for their function. But they're radius effects, so they're going to be in among your houses anyhow.

Gort
Aug 18, 2003

Good day what ho cup of tea
I've seen some people say that people can get sick on the way to places, so it might be dangerous to think, "gently caress it, I'll just put the church in the middle of a blizzard" if people actually visit it.

Dunno if they do though.

double nine
Aug 8, 2013

I was simply musing while doing the "fit 300 people inside of a single steam hub" challenge, as that setup basically requires you to put churches and fightclubs outside of the heating radius, and wondering how this setup can or cannot scale upwards, by surrounding the 3 or so population hubs you'll create with the required support on the outside rather than inside.

I think I'm going try planning for this exact setup next time I play, with one change - given that the maximum people is ~650, and I can barely fit 300 houses inside the heating area of one steam hub, I might as well fit all the support buildings into border area of the heater area as well.

Probably going to combine that with the child labor law to not have to build any child shelter buildings.

double nine fucked around with this message at 15:44 on Feb 12, 2019

QuarkJets
Sep 8, 2008

Gort posted:

I've seen some people say that people can get sick on the way to places, so it might be dangerous to think, "gently caress it, I'll just put the church in the middle of a blizzard" if people actually visit it.

Dunno if they do though.

It's unclear. I often go churches and have gotten so many heat upgrades that storms basically do nothing, and no one gets sick despite lots of churches in unheated places; this suggests that cold churches don't count toward people getting sick or people spend so little time in them that it doesn't matter.

double nine
Aug 8, 2013

wooo. Knocked out the 'better than london', 'satellites', rise of the machines, 'autonomous city' and 'unskilled labour' in the same city. Had a few false starts due to crashes and there were gaps in the building/road grid everywhere, but I'm still happy I managed to survive the iron shortage and complete lack of upgraded buildings.

Now to see what the deal is with those arks.

Acute Grill
Dec 9, 2011

Chomp

double nine posted:

wooo. Knocked out the 'better than london', 'satellites', rise of the machines, 'autonomous city' and 'unskilled labour' in the same city. Had a few false starts due to crashes and there were gaps in the building/road grid everywhere, but I'm still happy I managed to survive the iron shortage and complete lack of upgraded buildings.

Now to see what the deal is with those arks.

Satellites achievement will always be a source of shame for me. I got it in my first playthrough of the main scenario with no clue of what I was doing and ultimately ended up with a lower population than I had at scenario start, ticking down the seconds until the snowstorm ended and praying that the death rate would leave someone alive by the time the storm broke.

Tenebrais
Sep 2, 2011

Acute Grill posted:

Satellites achievement will always be a source of shame for me. I got it in my first playthrough of the main scenario with no clue of what I was doing and ultimately ended up with a lower population than I had at scenario start, ticking down the seconds until the snowstorm ended and praying that the death rate would leave someone alive by the time the storm broke.

Man, I missed Satellites just barely because the first time I got and tried the generator range upgrade, I saw that I was getting more mileage out of my steam hubs anyway and never touched it again. I could have played exactly the same and still got the achievement, I only missed it because I'd tried the range upgrade once.

double nine
Aug 8, 2013

what's the deal with 24-hour emergency shift? In 2 of my games, I ordered people to gather supplies from 2 stacks of crates (the ark scenario) and stuck a 24 hour emergency shift before unpausing. No problem. In one of my games I order people to gather stuff, build a gathering post with said supplies and stick a 24-hour emergency shift on it, and almost immediately I get a death from it.

Are deaths from emergency shifts scripted, random and I just got lucky, deadly but not on stacks of supplies for some reason, or something else?

double nine fucked around with this message at 17:48 on Feb 15, 2019

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.
I thought the first emergency shift death is scripted, and afterwards it is random. Looks like crates are an exception to the script. Or my info might be wrong.

Bogart
Apr 12, 2010

by VideoGames
Reddit seems to think that if it’s the first thing a person does in a game, the emergency shift will never kill them, but that’s not true in my experience. Or maybe the day 1 hand gathering stuff is a special exclusion?

Gort
Aug 18, 2003

Good day what ho cup of tea

Bogart posted:

Reddit seems to think that if it’s the first thing a person does in a game, the emergency shift will never kill them, but that’s not true in my experience. Or maybe the day 1 hand gathering stuff is a special exclusion?

I've seen some people claim it's based on the number of people involved in the shift. Smaller number of people in the shift and you don't get the death.

double nine
Aug 8, 2013

I'd experiment with it but the penalty is so severe that I don't feel the desire to game it even if I could figure it out.

On another note, started the first scenario again on extreme difficulty and holy gently caress how do you even do this?

This is gonna be great. And agonising, but only for my subjects.

Astroniomix
Apr 24, 2015



Syndlig posted:

the only problem i have with houses of healing is for some reason whenever i use them i always get that event where a sick person dies (even when i have no sick people) and it ruins my no-death runs.

I'm not sure that counts as a death since every time I get that event it doesn't ever put a corpse in my snowpit.

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Nosfereefer
Jun 15, 2011

IF YOU FIND THIS POSTER OUTSIDE BYOB, PLEASE RETURN THEM. WE ARE VERY WORRIED AND WE MISS THEM
It shouldn't affect the achievement, since that specifically lists cold, hunger, sickness or overwork. The dead poet neither, or even stuffing a child into the generator.

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