![]() Sawdust is a big no-no, but I don't know about soup. If you've built enough medical posts, no one should really die, but it's better to be safe. Large amounts of unemployed people are great, that way they don't get sick (provided you heat their homes enough). Make automatons and send them to work in your cold-ass mines. ![]() If you rush for it with your scouts immediately after discovering Winterhome you're looking at a good ~15 steam cores. You can save just before your scouts explore Gloomy Cave and Tesla City, then reload if they die. I did not go any further down the tree, i.e. You can get both the fighting arena and public house. So long as you've passed the prostetics law, they won't even kill themselves. I'd recommend medic apprentices since you want to avoid deaths at all costs, and fast treatment is key to this. You can pass child shelters and apprentices. This lets you sign and use extended shifts. You can pass emergency shifts, so long as you never use them. That was the only needs crisis I got in that entire playthrough though, so I don't know if there is a cap on how many you can get. I chose to heat some homes, fulfilled the promise, and still got the achievement. I was not sufficiently prepared for the big temperature drop around day 15-17 (the one that goes to -70 for the first time), and people demanded I heat their homes. Here's for a few things you actually can do.Ĭontrary to a lot of sites on the internet, you can have needs crises. Now that's a whole lot of things you can't do. Also equip the lone father searching for his daughter with rations just before the Great Frost. Let the Londoners speak, don't disperse crowds, fulfill your promises, that sort of thing. Make "good" decisions when you are presented with a choice. Meet all incoming refugees and escort all survivors to avoid deaths on the way back to the city. There are also laws that can cause unintended deaths like not passing prostetics, the house of healing (old man dies peacefully), propaganda center (poet's suicide), and prison (guard and/or prisoner death). Faith keepers, righteous denunciation, pledge of loyalty, or forced persuasion. So no child labour, no radical treatment, no triage, no snow pits. No laws that cross the line or are otherwise putting practical matters over humanity. And don't let your outpost teams or scouts die to the Great Frost. Duelling is a bad idea for pretty obvious reasons. ![]() If you have amputees for too long without passing the prostetics law, that's a suicide. However, you also have to discover Winterhome before day 15 or you get the scripted death from its sole survivor. That mainly includes hunger, freezing, and overwork. You should end up with 700+ people.Īlso, no one must die. That means gathering all survivors with your scouts and letting in all three waves of refugees. Both Order and Faith can work, I chose the latter because it seemed more fitting. Any difficulty should work, I did it on medium without fiddling with anything. First of all, you need to play the New Home scenario. I just got this achievement yesterday, so let me shed some light.
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