Frostpunk: Refugees - 4 - Medical management

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  • Опубліковано 26 вер 2024
  • As we approach the half way of groups of incoming refugees. We find ourselves trying to manage the sick, so we can continue to work.
    In a completely frozen world, people develop steam-powered technology to oppose the overwhelming cold. Society in its current form becomes ineffective and it has to change in order to survive.
    #frostpunk #apocalypse #strategy #11bitstudios

КОМЕНТАРІ • 3

  • @keebbles
    @keebbles 3 місяці тому

    In the red is bad.
    In the green or black is good. Black is break even. Green means positive , thus saving up.

  • @keebbles
    @keebbles 3 місяці тому

    You need spare workers to build during day too.
    If not, they have to build during meal and rest time.
    Which is bad.
    You cant keep pulling night workers from hunter huts to work during day , they need rest.
    You "hunt for efficiency, " is killing your work force slowly but surely.
    You treat them like machines.
    They need sufficient rest and food to work efficiently.
    Houthouses you can have 3 of those (5 workers, right?) For one hunter hut.
    Rotate extra shift on one each day, giving enough rest to others to recover and not discontent.
    Never start new workers on a double shift either.
    I can see the effects in pop ups and when you check efficiency of jobs.
    30% of workforce in hospitals each day means your plans are wrong or need reassessed and reprioritized.

  • @keebbles
    @keebbles 3 місяці тому

    You need to keep housing and work above just workable.
    So steam hub and bunkhouses needed.
    You need food coming in during day too.
    2 to 3 hothouses plus night hunters.
    Barely enough wont work well. Too many sick and negative on city load.
    Build up resources faster.
    Food coal. Lumber while building.
    At current direction you're gonna be really hurting on efficiency and rss stores when scenario trials fire off.
    A restart is highly suggested before you spoil scenario too much.
    You hsve to remember that these folks are coming off the ice.
    Weak, tired, very cold and hungry.
    What would make a healthy human ill, will kill these folks.
    They need light work and food, heat, rest.
    As long as you address this, you'll be able to ramp up other things quickly.
    Hothouses before beacon.
    Hunter huts only once you have excess workers.
    Those assigned to hunting cant change jobs during day.
    It weakens the workers and kills gathering efficiency and efforts.
    They unlike other jobs, are all or nothing. Thus hothouses more effective initially.
    You can do a double shift on a hothouse, but not with hunters.
    Refrain from extended or 24 hr shifts (which are really 36 hrs) early on. It really weakens your work crews.
    One double every 3rd day is fine until you get automatons going.
    😊