![]() In order to investigate it you will have to invest 10 wood and 15 to build it. Two or three at least.The first thing you have to do is access the coal structure, which is unlocked after investigating it in the workshop. ![]() Oh, and no matter what, always have more than one workshop researching at a time. Just pick one, focus your upgrades on it, and think about how it effects the rest of your strategy. Haven't actually tried using organic fertilizer so I don't know if you can use this to outright make your hothouses more efficient as well by fertilizing them with nonexistent human corpses.īut yeah, in the end I think both coal thumpers and mines are valid choices. Which you won't, because your doctors are 30% more efficient now that they can use snowmen as organ donors for some reason. It gives a flat +30% bonus to medical facilities even if you don't have any corpses in your snow pit. On a related note: Always choose corpse disposal and then organ transplant. Though teaching them to be doctors would be good too. Put some automatons or enable extended shifts and you should easily be able to give your kids two full meals a day for shoveling coal in a heated gathering post. ![]() With the steam cores you save, you can set up hot houses which are basically coal mines for food, and the industrial hothouses only cost two cores. Assuming you keep them warm.Ĭhild workers will get sick and injured even on safe jobs until you get the option to give double rations to child workers. If you really need to choose child labor (which you shouldn't, I'd advise the shelter and then medical apprentice to help keep everyone alive) then the gathering posts around the coal thumpers would be a safe place to send the kids. So putting those extra workers into hunting huts to gather food makes sense.Ĭoal thumpers save steam cores but use up labor, so you can get food by making hothouses.Įither way, in both the New Home and Refugee scenarios you'll usually end the game with more people than you can employ. If you assign automatons, assign them to the gathering posts that cover all the coal piles so they can gather at night while the humans sleep.Īctually, your choice of coal production can affect your choice of food production.Ĭoal mines save human labor, but cost steam cores. After that, just add workers to this complex as coal demands increase and upgrade as necessary. My strategy with this is to find a spot to put two or three coal thumpers, four gathering posts each that cover all the coal piles in their area if possible, and stick a steam hub in the middle to keep everyone warm. And at this point the game is almost done.Ĭoal Thumpers: Costs no cores and can be placed anywhere but requires a good deal of workers, all of whom can get sick if needs aren't met. Even then, 20% of an advanced coal mine run by an auto is nothing to sneeze at. If you've been smart and had an automaton running it, and been good with your upgrades, at this point your city should have supply depots bursting with coal crammed all over the crater wherever you can fit them and enough coal to last weeks. There is a point in the New Home scenario at the very end where the coal mines start to freeze or collapse giving you a choice between shutting down the lower tunnels and reducing productivity by 80% or send volunteers into the mines to their horrible deaths to dig coal. Your coal needs should be pretty much handled with this aside from regular upgrades to the mines and automaton efficiency.Īdvanced mines with an automaton running it costs a total of 4 cores and pretty much runs itself. In my experience, the two main paths to take are:Ĭoal mines: Spend a core to make a coal mine and then staff it with an automaton so it mines coal 24/7. ![]() Wait I forgot to ask, the 30 workers is for 560 a day and for the mining 10 works is for 240 right? one is 18 per worker, the other is 24 per worker which is only 33% more efficient. Opprinnelig skrevet av Attuoz:One coal thumper works for 2 gathering posts.
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