Frostpunk

Frostpunk

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Frospunk - New Home (extreme mode) step by step.
By fernandofsr
This is a walkthrough for Frostpunk New home (extreme mode) and has two types of structured help:
1) A summary of instructions to a daily city evolution;
2) A step by step list of daily events with the time, resources gathered and actions taken to achieve such instruction. I hope you enjoy!
   
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Introduction - this is a no death run!
My name is Fernando. I am from Brazil. I know my choices are not the only way to play Frostpunk, but I will describe the way I imagined as the optimized approach.

This version is about New Home in EXTREME mode. It is complete and I had no deaths.

If you want to check the normal mode guide, check the link below:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3343113747

My main priority guidelines are:
1) Research time;
2) Workforce;
3) Steam Cores (SC);
4) Steel.
Day 1 - Research and Beacon
Day 01 Summary
The main point is to start and keep research going as fast as we can. Research wins the game. To do that I must collect enough wood and steel to supply research but also to build our city. At the same time, I don’t want anyone to die, not even to become gravely sick and I manage to do so.

To accomplish that, I plan ahead! First on how many resources I aim to collect each day and second what I want to build, leaving to build as much as I can after the working shift. The city structure will benefit from carefully placement of your buildings and streets. The range of Steam Hubs, Arenas and other area of effect buildings is an example.

Another important decision is about laws. To improve my production I choose to start with Emergency Shift (EmS) and Extended Shift (ExS).

My goal for Day 1 is to build:
1) 1 workshop – as soon as possible;
2) 2 gathering posts – just after the workshop;
3) a beacon – as soon as researched.

I also want to collect at least 42 coal for the night. That will allow me to turn the generator on for 6 hours from 22:00 to 4:00 (use the Overdrive too and the heat will last until 5:30). The heat will lower discontent and prevent sickness, more important in my case because I won’t build tents today.

Finally, my research order will be:
1) Beacon;
2) Sawmill.

Note: Comparing to my normal mode guide, I will add more detailed description of my initial workers orders because in extreme mode every minor decision is a lot more critical than in normal more.

Day 01 (8:00) New Law 01
Coal: 0 Wood: 0 Steel: 0 SC: 1 RawF: 50 Food: 0

1) Law: Emergency Shift (EmS);
Why: I don’t want to waste a second without at least one workshop doing research 24h/day.
2) I build 1 workshop (start 9:01, ready 10:57).
How: See the 1st image. I send 40 workers to collect wood and 25 to collect steel. By 9:01 I will have 11 wood and 5 steel. To provide the missing 4 wood I dismantle the roads above and below the stockpiles, leaving a hook like road remaining (see 2nd image). I select 10 engineers from the 15 I sent to the right (wood) and they build the workshop (I start an EMS when ready).
Note: To prepare for my 1st gathering post and the 1st research cost I move 12 workers from steel to wood (on the right spot).

Day 01 (10:57) New Research 01
Coal: 0 Wood: 13 Steel: 4 SC: 1 RawF: 50 Food: 0

1) Research: Beacon;
Why: To find more people and resources.
2) I build 1 gathering post for the left wood/steel source (start 11:01, ready 13:08);
Note: I use 10 wood workers to build it. To balance the production of wood/steel for the next post, I move 5 workers from the right lower wood to steel.
3) I build the post road (start 11:35, ready 13:01);
How: One of the closest wood workers is freed from the work and he builds the road step by step.
4) I build a 2nd gathering post for the right wood/steel source (start 13:01, ready 14:44);
Note: I start building the post and the road (step by step), since I have 1 extra wood I also start building the road step by step. I balance the workers following the 3rd image* to achieve at least 42 coal for the night and 35 steel for the beacon. I do that knowing that I will do an EmS on both posts as soon as they are ready.
5) I build the road (just after 18:00) I will need for my beacon.
Where: I would rather put it in the far end of the ring area, but since wood is scarce I will put it just after the nearest post (2 wood).
Note: I promise to provide shelter for 40 people.
Note: With 47 coal units, I turned the generator on at 21:00 and used the Overdrive as soon as possible (21:36). When the coal ends the heat lasts longer (adding 90 minutes) than without the overdrive on.

Day 01 (23:59) New Research 02
Coal: 22 Wood: 77 Steel: 35 SC: 1 RawF: 50 Food: 0

1) Research: Sawmill;
Why: I would like to choose Faster Gathering, to get the most of it at the very start, but my tests with the extreme extra research time made me agree with most and choose Sawmill.
2) Build the Beacon;
3) At 1:48 (Day 2) I create a scout team.
Note: I have 2 options: Crash Site or Lost Expedition. I choose Lost Expedition for more people.
Day 2 - Medical care and Food
Day 02 Summary
I start the day choosing the second Law: Extended Shift (ExS). The goal is to have all workers using it at all times. At the end of the day I will choose Child Labor – safe jobs.

My goal for Day 2 is to build:
1) 1 workshop (2)* – before 6:00;
2) 4 tents – at 5:00 to full fill a promise;
2) 1 sawmill – as soon as the research is done;
3) 1 hunters’ hut;
4) 2 medical posts;
5) 1 cookhouse;
6) 2 sawmills (3)* - after 20:00;
7) 1 gathering post – near the coal/steel spot.


*Note: the number after the building is the total buildings of that type.

Finally, my research order will be:
3) Hunters’ Gear;
4) Steam Hub.

Day 02 (2:00) New Law 02
Coal: 10 Wood: 19 Steel: 6 SC: 1 RawF: 50 Food: 0

1) Law: Extended Shift (ExS);
Why: I need to use it on nearly every working building for some time. Every extra effort in the base start can have a huge effect later on. There is a trick to never trigger the event to stop using ExS. I enable it only from 6:00 to 8:00 and from 18:00 to 20:00.
Status: by now my discontent bar is blinking as a warning to my bad behavior.
2) I build a 2nd workshop (ready before 6:00 for an ExS);
3) At 5:00 I start building 4 tents to fulfill a promise and lower discontent (ready at 10:39).
Note: The 1st image we can see how the city looks a little before finishing the last tent.
Day 02 (11:23) New Research 03
Coal: 0 Wood: 52 Steel: 29 SC: 1 RawF: 50 Food: 0

1) Research: Hunters’ Gear;
Why: This bonus will apply tonight. I need to build 1 hunters’ hut today and more soon.
Scout: At 12:37 the scout team explored Lost Expedition and found 36 people (4 children, 10 engineers and 22 workers) then went home.
2) I build 1 sawmill near the right post.
Note: All my workers spent the day building or gathering wood. Arround 14:30 I moved 9 workers to coal.
Shifts: At 17:58 I turn on 7 ExSs. Well, that triggers a deadline to lower discontent in 2 days. At 20:00 I start 1 EmS on a workshop and turn off the ExSs.
Scouts: At 18:06 the scout team arrives and departs to Crash Site.

Day 02 (20:00) New Law 03
Coal: 47 Wood: 165 Steel: 52 SC: 1 RawF: 50 Food: 0

1) Law: Child Labor – Safe Jobs;
2) I build 1 hunters’ hut, 2 medical posts, 1 cookhouse and 2 sawmills (3);
3) I build 1 gathering post. See the result in the 2nd image.
Note: I put 1 worker at the cookhouse just after it is built or people will start eating raw food. For future reference, when there is no more raw food I can leave it empty.
Heat: Again, I start the generator (21:00) and I use the overdrive at 21:36.

Day 02 (21:48) New Research 04
Coal: 36 Wood: 40 Steel: 47 SC: 1 RawF: 50 Food: 0

1) Research: Steam hub;
Why: To allow me to build more tents in a new heated zone.
Day 3 - Steelworks and Heaters
Day 03 Summary
Today I enjoy the big improve to wood gathering to prepare for a big city upgrade, improving housing, medical care and food supply. Also I speed up research and improve steel gathering for the next day.

My goal for Day 3 is to build:
1) 1 workshop (3) – as soon as possible;
2) 4 tents (8) and 1 steam hub;
3) 1 fighting arena – carefully placed to have all initial tents in range;
4) 2 steelworks;
5) 1 medical post (3);
6) 1 gathering post (3)
7) 1 workshop (4);
8) 1 hunters’ hut (2).

This time coal gathering will be more than enough to turn it on at 19:51 and leave it that way, and I keep in mind to use the Overdrive from at least 23:00 to 5:00 every night. In fact, I used it from 20:27 to 6:00.

Finally, my research order will be:
5) Steelworks;
6) Heaters.

Day 03 (5:59)
Note: I have workers to fill all facilities with one to spare (wood crates for him). I use 5 cookers until all raw food ends and leave 5 sick people in treatment in it to free the cookers to gather resources.
1) I build a 3rd workshop (ready at 9:14) as soon as I have the wood using the nearby wood crater guy and the workers from the near gathering post.
Why: I got unlucky and 1 engineer was in treatment, so this building got only 4 workers. But this is more than enough to help me complete the Heaters research in time for next day temperature drop.
Note: At 08:37 the scout team explores Crash Site, finds 169 wood and 46 raw food and moves to Observatory.
2) At 9:14, with the 2 workers I have to spare after refilling the gathering post, I start building 4 tents (8) and 1 steam hub. I also remove 4 workers from the gathering post that is nearly depleting his wood crates. That way he will be ready to be dismantled near the shift end and I will build the tents faster.

Day 03 (09:39) New Research 05
Coal: 32 Wood: 28 Steel: 50 SC: 1 RawF: 0 Food: 17

1) Research: Steelworks;
Why: I will be able to build the 2 steelworks during this night and start collecting the precious steel tomorrow at 6:00.

Day 03 (14:00) New Law 04
Coal: 72 Wood: 125 Steel: 65 SC: 1 RawF: 16 Food: 5

1) Law: Fighting Arena;
Why: To help me manage my discontent bar.
2) I build a fighting arena.
Note: At 15:08 my hunters are ready to help the builders. They usually can build from 15:00 to 18:00 (or more if I delay the start of the hunt). In fact, I start the hunt a little after midnight to allow all buildings to complete in time.

Day 03 (18:34) New Research 06
Coal: 113 Wood: 222 Steel: 58 SC: 1 RawF: 2 Food: 19

1) Research: Heaters;
Note: At 19:51 I turn the Generator on for good.
Scouts: At 19:56 the team explores Observatory and escorts back 35 people (4 children, 19 engineers and 12 workers).
Note: At 19:59 I start an EmS on a workshop.
2) I build 2 steelworks, 1 medical post (3), 1 gathering post (3) and 1 workshop (4).
Day 4 - In the way to a proper food suply
Day 04 Summary
Today I enjoy the big improve to steel gathering to research down the tech tree and build some steam hubs. I also continue to improve housing, medical care and food supply. I will only be able to balance my food supply tomorrow after reaching 6 hunters’ hut and researching Hunting Tactics, because 15 hunters per 16 raw food is not working for me. When that is done, I will have 60 hunters getting 96 raw food = 192 cooked food that is finally enough for my city for a while.

My goal for Day 4 is to build:
1) 1 steam hub (2);
2) 1 gathering post (4);
3) 7 tents (15) and 1 steam hub (3);
4) 1 medical post (4);
5) 2 hunters’ hut (2).

Finally, my research order will be:
7) Drawing Boards;
8) Drafting Machines.

Day 04 (6:36) New Research 07
Coal: 39 Wood: 283 Steel: 58 SC: 1 RawF: 42 Food: 0

1) At 5:00 I build 1 steam hub (2) in the workshop area.
Scouts: At 6:06 the team arrived home (169 wood, 46 raw food and 35 people) and went to Lost Expedition. This brings new engineers needed to fill my workshops (I had only 9 engineers working at them by that time).
2) Research: Drawing Boards.
Note: At 8:29 I remove 4 workers from 1 sawmill to build a 1 gathering post for the last coal spot. My current coal production would leave me in trouble tonight. When completed, I move 10 works for it, using the 4 builders and 6 children from the coal/steel post.
Scouts: At 11:31 the team moved to Gloomy Cave.
Hunters: At 15:09 they are free to work. I fill the coal/steel gathering post 1 sawmill and 1 wood post, leaving 3 to help cooking and 1 to spare. I start the building of 1 medical post and 2 hunters’ hut, but really start after 20:00. The huts are ready only at 1:46 (day 5).

Day 04 (15:22) New Research 08
Coal: 99 Wood: 253 Steel: 103 SC: 1 RawF: 22 Food: 0

1) Research: Drafting Machines;
Why: I want to reach Hunters Gear to improve my food gathering. That will also free the way to Infirmary and Steam Steelworks.
ExS: From 18:00 to 20:00 in all.
EmS: At 19:59 in 1 workshop.
2) I build 1 steam hub (3) and 7 houses (15).
Overheat: On from 21:00 to 6:00.
Scouts: At 22:29 we saved 33 people from bears (3 children, 18 engineers and 12 workers).
Day 5 - Finally a proper food suply
Day 05 Summary
Today I improve steel gathering even more with Steam Steelworks and finally get Hunting Tactics. Tomorrow hunger will not be a problem anymore. I improve health care coverage by building a 4th medical post and choose Sustain Life and Overcrowding as new laws.

My goal for Day 5 is to build:
1) 1 steam hub (2);
2) 1 gathering post (4);
3) 7 tents (15) and 1 steam hub (3);
4) 1 medical post (4);
5) 2 hunters’ hut (2).

Finally, my research order will be:
9) Steam Steelworks;
10) Hunting Tactics.

Day 05 (2:00) New Law 05
Coal: 128 Wood: 211 Steel: 94 SC: 1 RawF: 0 Food: 0
1) Law: Sustain Life.
Why: Aiming for Overcrowding.

Day 05 (3:37) New Research 09
Coal: 106 Wood: 211 Steel: 94 SC: 1 RawF: 0 Food: 0

1) Research: Steam Steelworks;
Why: A big warning! Every time I finish Hunting Tactics research during a hunt, it bugs out end the current hunt gets interrupted leaving me empty handed. So I can’t research Hunting Tactics now.
2) At 5:00 I start building 4 tents (19) and pause at 6:00.
Note: Since I have 60 workers on hunting, I start the day with only 9 workers/engineers left and put them in a steelworks. The 18 healthy kids go for coal. Now I wait the arrival of new people.
Scouts: At 08:08 the team arrived home and moved to Lost Expedition. The new people went for steel and coal. The ones left went for wood.
Scouts: At 13:33 the team arrived and moved to Sturdy Shelter.

Day 05 (13:53) New Research 10
Coal: 214 Wood: 178 Steel: 143 SC: 1 RawF: 0 Food: 0

1) Research: Hunting Tactics;
Hunters: When they are free same time after 15 I put them to work, including the cookhouse.
2) I build 2 hunters’ hut (6).

Day 05 (20:00) New Law 06
Coal: 380 Wood: 212 Steel: 159 SC: 1 RawF: 0 Food: 32

1) Law: Overcrowding;
Overheat: On from 20:00 to 6:00.
2) I build 2 sawmills (5), 1 tent (19), 1 fighting arena and 2 steam steelworks after dismantling the old ones.
Day 6 - Infirmary and Coal Thumpers
Day 06 Summary
With tents for all and medical care coverage above need, today we will produce more food then we need for the 1st time. With that solved, it is time to replace the 4 medical posts with an infirmary, that heals twice as fast to help my people to be back to work. Another problem is coming soon: the coal production will need another source because the crates are depleting soon.

My goal for Day 6 is to build:
1) 1 infirmary;
2) 1 sawmill (6);
3) 3 workshops (7);
4) 4 tents (23) – for the last group of people coming before Winterhome is triggered.

Finally, my research order will be:
11) Medical Post Upgrade;
12) Infirmary;
13) Coal Thumpers.

Day 06 (4:48) New Research 11
Coal: 312 Wood: 115 Steel: 133 SC: 1 RawF: 0 Food: 0

1) Research: Medical Post Upgrade.
Scouts: The team found 242 wood, 99 food and 1 SC and went to Steel Bridge.

Day 06 (11:47) New Research 12
Coal: 346 Wood: 163 Steel: 183 SC: 1 RawF: 0 Food: 0

1) Research: Infirmary.
Scout: At 14:56 the team found an automaton and dismantled it for 85 steel and 2 SCs and went to Large Convoy.
Hunters: When they are free same time after 15:00 I put them to work on the empty buildings and I build 1 last sawmill (6).
Day 06 (21:52) New Research 13
Coal: 397 Wood: 315 Steel: 253 SC: 1 RawF: 0 Food: 128

1) Research: Coal Thumpers;
2) I build 1 infirmary and 3 workshops (7).
Scout: At 03:10 the team found 44 people (18 engineers and 26 workers) and went home.
3) At 5:00 I build 4 tents (23) and pause at 6:00.
Day 7 - Factory and 12 workshops
Day 07 Summary
Today I will receive 3 SCs and build a factory to create 2 automatons. The law will be Corpse Disposal to reach Organ Transplants.

My goal for Day 7 is to build:
1) 1 coal thumper and 1 gathering post (3);
2) 1 factory;
3) 5 workshops (12) and 4 steam hubs.

Finally, my research order will be:
14) Factory;
15) Flying Hunters.

Day 07 (8:00) New Law 07
Coal: 316 Wood: 200 Steel: 240 SC: 0 RawF: 0 Food: 57

1) Law: Corpse Disposal;
Why: I am aiming for Organ Transplants.

Day 07 (8:34) New Research 14
Coal: 326 Wood: 204 Steel: 246 SC: 0 RawF: 0 Food: 53

1) Research: Factory.

Day 07 (16:28) New Research 15
Coal: 430 Wood: 276 Steel: 308 SC: 0 RawF: 56 Food: 101

1) Research: Flying Hunters;
2) I build a coal thumper near the left gathering post in my images and a 2nd gathering post to that coal thumper;
3) At 20:00 I build 5 workshops (12) and 5 steam hubs (8);
Scout: At 23:20 the team arrived home and went to Bridge to Winterhome. I have 228 people!
3) I build a factory.
Image: I had to build and pause 10 resource depots to “storage” wood and steel beyond my limits.
Day 8 - Improving the automatons
Day 08 Summary
Today I will improve the coal gathering adding a steam coal thumper to the current coal thumper. I also improve food gathering by replacing 2 of my 6 hunters’ huts with 2 hunters’ hangars. As I have more steel to spare I will replace the rest too. I am spending a lot of steel in research to improve the automaton tree. That will also give me the opportunity to reach Advanced Steelworks.

My goal for Day 8 is to build:
1) 1 steam coal thumper and 4 gathering posts (7);
2) 2 hunters’ hangars replacing 2 hunters’ hut.

Finally, my research order will be:
16) Steam Coal Thumpers;
17) Mechanical Calculators;
18) Automaton Integration.

Day 08 (2:00) New Law 08
Coal: 330 Wood: 470 Steel: 265 SC: 2 RawF: 42 Food: 140

1) Law: Organ Transplants;

Day 08 (4:19) New Research 16
Coal: 177 Wood: 227 Steel: 45 SC: 0 RawF: 92 Food: 111

1) Research: Steam Coal Thumpers;

Day 08 (12:14) New Research 17
Coal: 272 Wood: 272 Steel: 109 SC: 0 RawF: 2 Food: 139

1) Research: Mechanical Calculators;
Scout: At 15:14 the team arrived at Bridge to Winterhome and moved to Weather Station.
2) I build a steam coal thumper and 4 gathering posts (7).

Day 08 (19:05) New Research 18
Coal: 507 Wood: 226 Steel: 86 SC: 0 RawF: 40 Food: 235

1) Research: Automaton Integration;
2) I replace 2 hunters’ hut with 2 hunters’ hangars.
Day 9 - Heat tech and back to automatons
Day 09 Summary
Today I will improve the heating tech to keep sick at bay. Then I will direct research back to automaton improvement. I want to have them ready to help me research at night. I again improve food gathering by replacing 2 of my remaining 4 hunters’ huts with 2 hunters’ hangars (4). Steel and wood will be just enough to do all that today. By the end of the day, coal was reaching storage limit and I decided to build a storage depot.

My goal for Day 9 is to build:
1) a Public House;
2) a snow pit;
3) 1 storage depot;
4) 1 gathering post (8) – to have 5 near the steam coal thumper;
5) 2 hunters’ hangars (4) replacing 2 hunters’ hut (2).
6) 3 more workshops (15) – this may seem too much, since I would have to employ all engineers on them, but I rather have the opportunity to do it then have some possible spare engineers go to waste.

Finally, my research order will be:
19) Generator Power Upgrade;
20) Improved Heaters;
21) Difference Engine.

Day 09 (7:36) New Research 19
Coal: 472 Wood: 160 Steel: 71 SC: 0 RawF: 24 Food: 64

1) Research: Generator Power Upgrade;
Scout: Before that (6:26) the team found 1 SC and 90 coal and moved to Coal Mine. Immediately after that the Automaton Project started.

Day 09 (13:26) New Research 20
Coal: 723 Wood: 174 Steel: 121 SC: 0 RawF: 0 Food: 112

1) Research: Improved Heaters;

Day 09 (14:01) New Law 09
Coal: 737 Wood: 158 Steel: 107 SC: 0 RawF: 16 Food: 112

1) Law: Public House;
2) I build a Public House, a snow pit, 1 storage depot, 1 gathering post and I replace 2 hunters’ hut (2) with 2 hunters’ hangars (4). I even build 3 more workshops (15).
Scout: At 18:59 the team dismantled the Coal Mine, found 2 SCs, 208 wood, 202 steel and 266 coal and went back home. I rather use thumpers for coal and have the extra SCs for automatons that will keep steel flowing and research during the next nights.
Note: At 20:00 I have no sick people. With both the generator and heaters at level 2 I can keep most healthy for some time now. It is time to return to automaton improvement.

Day 09 (19:40) New Research 21
Coal: 875 Wood: 245 Steel: 127 SC: 0 RawF: 28 Food: 267

1) Research: Difference Engine;
Note: See bellow the result of this day (thermal view) after all is built and ready to run for day 10.
Day 10 - Steel and automatons
Day 10 Summary
Today I will improve automatons, starting with allowing them to aid me in research. The opportunity to upgrade my steel production will be taken and at 14:01 the Automaton Project will keep 1 automaton away from work for 1 day. I have to remember to make only 2 more automatons tomorrow and leave 1 SC for the Automaton Project request, but more on that tomorrow.

My goal for Day 10 is to build:
1) 2 hunters’ hangars (4) replacing 2 hunters’ hut (2);
2) 2 advanced steelworks replacing 2 steam steelworks.

Finally, my research order will be:
22) Engineer Automatons;
23) Advanced Steelworks;
24) Automaton Integration II.

Day 10 (8:01) New Law 10
Coal: 659 Wood: 62 Steel: 55 SC: 0 RawF: 22 Food: 134

1) Law: Moonshine.
Note: Today I start with wood as my priority over coal (last days I did the opposite). See the image to see what I did to my engineers too. Had 1 of them sick to be treated by 4 left after filling the 15 workshops. Discontent is low, hope is middle way and all resources are at least a little above the need. Also there is no hunger or homeless and I have only 1 sick person. Just to clarify, I have being using the 2 automatons at steel from 20:00 to 6:00 and on wood the rest of the time. Soon I will have 4 automatons.

Day 10 (8:19) New Research 22
Coal: 655 Wood: 66 Steel: 59 SC: 0 RawF: 22 Food: 134

1) Research: Engineer Automatons.
Why: Tonight I will them at research (or at least one of them since I expect the event to immobilize 1 to continue the Automaton Project).

Day 10 (14:37) New Research 23
Coal: 684 Wood: 185 Steel: 95 SC: 0 RawF: 110 Food: 131

1) Research: Advanced Steelworks;
Why: I will put an end to steel shortage. Tonight I will replace them.
2) At 20:00 I dismantle the steam steelworks and the 2 remaining hunters’ hut. I build 2 hunters hangars (6).
Scout: At 20:42 the team arrived home and got disbanded. No need for scouts until day 15. I will take this opportunity to relocate the beacon.

Day 10 (22:04) New Research 24
Coal: 1332 Wood: 518 Steel: 297 SC: 3 RawF: 90 Food: 208

1) Research: Automaton Integration II;
2) I build 2 advanced steelworks.
Note: The 2nd image of the day shows results. . I build and pause 3 resource depots just to store the resources for further use. Originally I intended to really build them but had to came back and pause them or I won’t have enough to make the automatons and start Automatic Prototyping at the same time.
Day 11 - Delaying the end of the Automaton Project
Day 11 Summary
I start the day with my only working automaton building automatons. At 14:00 the Automaton Project will demand a SC to continue to the last result, giving me one free automaton tech or a 5% increase in efficiency and 5 decrease in cost. I want the 5% because it is the only way to get 100% efficiency to automatons. To do so I must have no SC available, so I will build and pause a 2nd factory (no, I don’t want a 2nd factory) and cancel its construction when my automaton tree is all researched, making it impossible to receive a free tech and getting what I want. The bad news is that with 100% efficiency an accident event will trigger a few days later and I will have an amputee to help with a prosthetic. I will choose the laws accordingly and create 1 prosthetic to be ready for that.

Today the event will also repair the immobilized automaton and gives us a 5% increase in efficiency to pair with the last 5% I described.

Doing some math shows me that I will not finish the automaton research in time for the event to end today at 14:00, so I will delay the event trigger to tomorrow. Therefore I have time to research Sawmill Upgrade and Infirmary Mechanization before going to the medical automaton techs.

My goal for Day 11 is to build:
1) 2 resource depots (4);
2) 1 carehouse to fulfill a promise, then dismantle it.

Finally, my research order will be:
25) Automatic Prototyping;
26) Automaton Integration III;
27) Sawmill Upgrade.

Day 11 (8:45) New Research 25
Coal: 1144 Wood: 301 Steel: 166 SC: 2 RawF: 68 Food: 152

1) Research: Automatic Prototyping.
Note: See the way I distribute the workforce today.
Day 11 (15:25) New Research 26
Coal: 1095 Wood: 158 Steel: 81 SC: 0 RawF: 142 Food: 244

1) Research: Automaton Integration III;
Note: That was a close one! The cost here is 120 wood and 80 steel.

Day 11 (20:01) New Law 11
Coal: 1336 Wood: 196 Steel: 91 SC: 0 RawF: 142 Food: 283

1) Law: Care House;
2) I build 3 resource depots (4) and a carehouse (after ready I dismantle the later).

Day 11 (23:56) New Research 27
Coal: 1213 Wood: 75 Steel: 97 SC: 0 RawF: 142 Food: 216

1) Research: Sawmill upgrade.
Note: See the day result here.
Day 12 - Storage Depots
Day 12 Summary
Today I enjoy having enough engineers to keep all 15 workshops running without lowering the infirmary efficiency since Infirmary Mechanization will be researched. The only possible problem is if I have a sick engineer, but they are working and leaving in well heated environments, so that will be very rare. I also finish the automaton research line, so tomorrow I get the 100% automaton efficiency!

I hope the 2 images per day help me show more detail on my workforce distribution and the use of the hunters after 15:00 to complete the empty positions. They hunt for 12 hours and then work for another 5 hours from 15:02 to 20:00. That is really helpful. Soon I will dismantle the coal thumper to make a 2nd steam coal thumper, but I want to do it aside the 1st one and the trees there must be cut before that. Another thing is that we are having a growing amount of all resources and that will lead me to make more and more depots or/and use the build/pause idea to temporally storage wood/steel.

My goal for Day 12 is to build:
1) 1 resource depot (5).

Finally, my research order will be:
28) Infirmary Mechanization;
29) Medical Automatons;
30) Medical Automaton Integration.

Day 12 (7:51) New Research 28
Coal: 1120 Wood: 129 Steel: 234 SC: 0 RawF: 112 Food: 198

1) Research: Infirmary Mechanization.
Note: See the way I distribute the workforce today.
Day 12 (13:48) New Research 29
Coal: 1268 Wood: 349 Steel: 319 SC: 0 RawF: 162 Food: 385

1) Research: Medical Automatons.

Day 12 (20:06) New Research 30
Coal: 1777 Wood: 576 Steel: 405 SC: 0 RawF: 52 Food: 589

1) Research: Medical Automaton Integration.
2) I build 1 resource depot (5).
Note: See the way I distribute the workforce today at 18:00 including the free hunters (free a little after 15:00). That discontent bar is at 104% temporarily because I have 29 ExS that will be deactivated after 20:00.
Day 13 - Scouts and Outposts
Day 13 Summary
Today I prepare the return of scout teams and the additional help of outpost teams. Before Day 15 at 10:00 I need to have 1 scout team and 1 outpost team at Winterhome and 2 scout teams at the observatory to be ready to explore.

My goal for Day 13is to build:
1) 1 outpost depot;
2) 4 resource depots (9);
3) a beacon.

Finally, my research order will be:
31) Outpost Depot;
32) More Scouts;
33) Lighter Scout Sleds.

Day 13 (7:15) New Research 31
Coal: 1462 Wood: 466 Steel: 527 SC: 0 RawF: 52 Food: 435

1) Research: Outpost Depot.

Day 13 (8:01) New Law 12
Coal: 1468 Wood: 465 Steel: 521 SC: 0 RawF: 52 Food: 434

1) Law: Prosthetics.

Day 13 (12:48) New Research 32
Coal: 1586 Wood: 692 Steel: 610 SC: 0 RawF: 196 Food: 433

1) Research: More Scouts.
Note: Since all my engineers are on workshops/infirmary, I send an automaton to make 1 prosthetics for the amputee event (at 16:00 today). At 14:00 the Automaton Project is complete – 100% efficiency!

Day 13 (18:00) New Research 33
Coal: 1922 Wood: 902 Steel: 700 SC: 0 RawF: 184 Food: 441

1) Research: Lighter Scout Sleds;
2) At 20:00 I build 1 outpost depot, 4 resource depots (9) and a beacon.
Day 14 - Preparing for The Londoners
Day 14 Summary
Today I finish the scout/outpost research and sync the teams to be ready tomorrow to start The Londoners. I will create a temporary outpost in Winterhome to help with wood production while I transition from sawmill to wall drill. But my main concern is to reach Tesla City as soon as possible and start the production of SCs.

My goal for Day 14 is to build:
1) 1 outpost depot (2);
2) 8 tents (31);
3) 1 fighting arena (3).

Finally, my research order will be:
34) Boosted Scout Sleds;
35) Faster Outpost Teams;
36) Additional Scouts.

Day 14 (2:26) New Research 34
Coal: 1904 Wood: 750 Steel: 694 SC: 0 RawF: 160 Food: 398

1) Research: Boosted Scout Sleds.
Day 14 (10:41) New Research 35
Coal: 2080 Wood: 762 Steel: 776 SC: 0 RawF: 208 Food: 370

1) Research: Faster Outpost Teams.
Note: At 14:00 an automaton event led me to block 1 sawmill from use for 24 hours.
Scouts: At 15:05 I recreated a scout team to go Winterhome throw Weather Station. If my math is correct it will arrive there at 9:57, 2 minutes sooner than needed. Good timing as I could use hunters that just went home.

Day 14 (17:00) New Research 36
Coal: 2555 Wood: 884 Steel: 868 SC: 0 RawF: 266 Food: 439

1) Research: Additional Scouts;
Scouts: The timing is perfect. This last research will come in time for me to create 2 new teams and send to Observatory a little earlier then needed. For the record, the travel time will be 3:38 so I have to create them at 6:17 (Day 15) to be at Crash Site at 9:57, again with 2 minutes to spare.
2) At 20:00 I build a 2nd outpost depot;
Outposts: The 1st outpost team will travel to Winterhome in 9:59 hours so it needs to leave at midnight. I will create them 2 minutes earlier to sync them all. By the way, I will make a wood outpost in Winterhome. My trees are ending and that will help me keep going until I research Wall Drill and get some new SCs. The best outpost is Tesla City, no doubt. The 2nd outpost some say should be that coal mine I dismantle (I rather use thumpers) or the steel one in Ice Bound. As you can see, I will never need more steel than I make already. I use 2 automatons on Advanced Steelworks that gives me 9.75 x 2 x 24 hours = 468 steel per day. So, I may use Winterhome until the end or change it to the Fishing Village for food.
3) I build 8 tents (31) and 1 fighting arena (3).
Why: I do this to prepare for the Londoners and new people I will rescue. I will dismantle 1 tent to make way for a Watchtower since I will choose Order. Also I am doing this to help me have all tents in the range of 2 wathtowers.
Day 15 - Winterhome and Order
Day 15 Summary
Today I choose Order to deal with The Londoners. Before Order is available I have the chance to choose another law. The only one that I can choose is Child Labor – all jobs. I do that just to have extra hands as builders, but I never put them to work in not safe jobs.

Research is another story. I have so many options now:
1) I could improve housing, but that can wait for colder weather;
2) I could research all 3 Wall Drill techs and use the 3 SCs coming soon to build one, but there are some trees yet;
3) I could improve heat tech, but that can also wait for colder weather;
4) I could improve gathering and coal thumpers;
5) I could improve infirmary;
6) I could improve hunters, sawmill range and production.
I choose the last one.

My goal for Day 15 is to build:
1) 2 watchtowers;
2) 2 tents (33);
3) 3 resource depots (12);
4) 1 steam coal thumper (2) to replace the coal thumper;
5) 4 gathering posts (9)
6) 2 steam hubs;
7) 2 workshops.

Finally, my research order will be:
37) Flying Hunter’ Gear;
38) Sawmill Range Extension;
39) Steam Sawmill.

Day 15 (1:56) New Research 37
Coal: 2742 Wood: 772 Steel: 947 SC: 0 RawF: 206 Food: 485

1) Research: Flying Hunter’ Gear.

Day 15 (5:01) New Law 13
Coal: 2696 Wood: 660 Steel: 978 SC: 0 RawF: 206 Food: 425

1) Law: Child Labor – all jobs.
Why: I won’t use children on unsafe jobs ever, so why do this? Well I have nothing else to choose before Londoners and could use the extra hands on building tasks with no danger to trigger an accident. But this could be skipped.
Day 15 (10:02) New Law 14
1) Law: Neighbourhood Watch;

Scouts: At 9:59 the 1st team explores Winterhome and moves to Snow Cliff. The outpost team creates a wood outpost. The 2nd and 3rd teams go from Crash Site to American Camp. At 10:00 a protest starts and all workers and engineers stop working for 70 minutes, but the ones in EmS.
2) I build 2 watchtowers;

Day 15 (10:05) New Research 38
Coal: 2792 Wood: 746 Steel: 1067 SC: 0 RawF: 186 Food: 447

1) Research: Sawmill Range Extension;
Londoners: Start at 11:31 with 18 members.
Scouts: At 15:26 the 1st team explores Snow Cliff (1 SC, 191 food and 69 wood) and moves to Freshwater Springs.

Day 15 (16:52) New Research 39
Coal: 2974 Wood: 914 Steel: 1169 SC: 0 RawF: 324 Food: 447

1) Research: Steam Sawmill;
Scouts: At 17:29 the 2nd team explores American Camp (1 SC and 55 steel) and moves to Temporary Settlement along with the 3rd team.
2) I build 3 resource depots (12), 2 tents (33), 1 steam coal thumper (with 4 gathering posts) and dismantle the coal thumper (with his 2 gathering posts). I also dismantle my sawmills and build 2 steam hubs and 2 workshops.
Scouts: At 21:04 the 1st team explores Freshwater Springs and finds 29 people (7 children and 22 workers), then returns home.
Day 16 - New survivors and automatons
Day 16 Summary
Today I prepare for more survivors and do some research to make automatons cheaper, infirmary and gathering faster. I finally create an SC outpost in Tesla City and make 6 more automatons. The next laws will be Guard Station and Patrol and I add more workshops to speed research even more.

A warning: the new survivors arrive hungry and some get sick really soon. I will start the next day with 28 sick people.

My goal for Day 16 is to build:
1) 6 steam sawmills;
2) 4 workshops (21)
3) 2 steam hubs;
4) 1 arena (4);
5) 1 steam coal thumper (3);
6) 3 gathering posts (12);
7) 10 tents (41);
8) 3 guard stations.

Finally, my research order will be:
40) Streamlined Automatons;
41) Automaton Redesign;
42) Infirmary Checklists;
43) Faster Gathering.

Day 16 (0:23) New Research 40
Coal: 3022 Wood: 808 Steel: 1148 SC: 0 RawF: 316 Food: 422

1) Research: Streamlined Automatons;
Why: This decision was really hard to me. Is it worth to spend research time in saving wood/steel on the automatons? If so this is the right time to do it, because today I will start to make many automatons.
2) I build 6 steam sawmills.
Scouts: At 1:40 the 2nd and 3rd teams arrive in Temporary Settlement (1 SC and 241 wood). The 2nd team moves to Walled Colony and the 3rd moves to Dreadnought Landing.
Londoners: At 5:00 8 new members (26).
Outposts: At 6:05 I create a 2nd outpost team and send them to Dreadnought Landing to be ready for Tesla City.
Day 16 (8:37) New Research 41
Coal: 2795 Wood: 773 Steel: 1024 SC: 0 RawF: 314 Food: 374

1) Research: Automaton Redesign.
Scouts: At 9:22 the 2nd team explores Exile Colony and finds 50 people (7 children, 18 engineers and 35 workers), then returns home.
Scouts: At 10:37 the 3rd team arrives in Dreadnought Landing (1 SC, 106 steel and 136 wood) and moves to Tesla City. I redirected the 2nd outpost team to Tesla City. It will arrive 67 minutes earlier than the scout team.

Day 16 (14:54) New Research 42
Coal: 2753 Wood: 766 Steel: 1067 SC: 0 RawF: 548 Food: 368

1) Research: Infirmary Checklists;
Scouts: At 15:45 the 1st team arrives home and moves back to Freshwater Springs.
Note: I send an automaton to create 6 new (and cheaper) automatons (10).
Scouts: At 16:29 the 3rd team arrives in Tesla city, survive the trap and moves to Fishing Village. I create the 2nd outpost in Tesla City.
2) At 20:00 I build 1 cookhouse (2), 4 more workshops (21), 3 steam hubs, 1 arena (4), 10 tents (43), 1 steam coal thumper (3) and 3 gathering posts (12).
Note: some hubs are just to make it easy for automatons to refuel; I don’t even turn them on.

Day 16 (21:54) New Research 43
Coal: 2749 Wood: 721 Steel: 962 SC: 1 RawF: 532 Food: 476

1) Research: Faster Gathering.

Day 16 (22:02) New Law 15
1) Law: Guard Station;
2) I dismantle the 2 watchtowers and build 3 guard stations.
Scouts: At 22:52 the 3rd team arrives in Fishing Village (2 SCs) and decide to dismantle it (272 wood) and moves to Research Station.
Scouts: At 23:21 the 2nd team arrives home and moves to Fishing Village.
Day 17 - Hope and no new Londoners
Day 17 Summary
Today I finish making improvements in coal production and start to research Wall Drill to prepare for the end of trees. Guard Station replaces Watchtowers and the 1st steam sawmill deplete its trees in range and is dismantled. The Londoners stop gaining members due to higher hope.

My goal for Day 17 is to build:
1) 10 tents (51);
2) 1 arena (5);
3) 1 guard tower (4);
4) 3 workshops (24)
5) 1 steam hub;
6) 5 resource depots (17);

Finally, my research order will be:
44) Coal Thumper Injectors;
45) Gathering Post Insulation;
46) Efficient Gathering;
47) Wall Drill.

Day 17 (6:01) New Research 44
Coal: 2324 Wood: 986 Steel: 1064 SC: 0 RawF: 530 Food: 264

1) Research: Coal Thumper Injectors.
Londoners: At 5:00 no new members (26). Wow! This was a fast Hope recovery.
Scouts: At 05:43 the 3rd team arrives in Research Station (2 SCs, 58 steel and 163 wood) and moves to Cave Hideout.
Scouts: At 10:26 the 1st team arrives in Freshwater Springs and moves to Frozen Grove.
Scouts: At 10:42 the 3rd team arrives in Tesla’s Grave, finds 35 workers and moves back home.
Day 17 (11:29) New Research 45
Coal: 2518 Wood: 1157 Steel: 1091 SC: 0 RawF: 466 Food: 381

1) Research: Gathering Post Insulation.
Scouts: At 14:11 the 2nd team arrives in Fishing Village and moves to Ice Corridor.
Scouts: At 15:03 the 1st team arrives in Frozen Grove (293 wood) and moves back to Freshwater Springs. The team arrives at 17:22 and moves to Shrouded Cave.

Day 17 (16:02) New Research 46
Coal: 2833 Wood: 1326 Steel: 1115 SC: 0 RawF: 622 Food: 530

1) Research: Efficient Gathering.
2) At 20:00 I build 10 more tents (51), 1 arena (5), 1 guard tower (4), 5 resource depots (17), 1 steam hub and 3 workshops (24).
Scouts: At 20:32 the 2nd team arrives in Ice Corridor (empty) and moves to Icebound Dreadnought.

Day 17 (21:38) New Research 47
Coal: 3559 Wood: 1179 Steel: 1054 SC: 0 RawF: 518 Food: 672

1) Research: Wall Drill.
Day 18 - Wall Drill and Depots
Day 18 Summary
Today I set the final source of wood and set to automatons to gather from that infinite source. Due to ever improving stocks, I research those quick depot techs and start to prepare to replace tents for houses, after all “winter is coming”. The Londoners events related to “let him speak” answer make their numbers increase, but hope is ever growing and my time to speak will come.

My goal for Day 18 is to build:
1) 2 advanced wall drills;
2) 3 hunters’ hangars (9);
3) 1 large resource depot;
4) 2 resource depots (19);
5) 8 steam hubs.

Finally, my research order will be:
48) Steam Wall Drill;
49) Advanced Wall Drill;
50) Resource Depot Upgrade;
51) Large Resource Depot;
52) Bunkhouse.

Day 18 (05:25) New Research 48
Coal: 3231 Wood: 1549 Steel: 1193 SC: 0 RawF: 518 Food: 535

1) Research: Steam Wall Drill;
Scouts: At 2:22 the 2nd team arrives in Icebound Dreadnought (2 SCs. 246 wood and 104 steel) and moves to Damaged Snowcat.
Scouts: At 3:07 the 1st team arrives in Children’s Hideout (34 children) and moves back home.
Scouts: At 6:18 the 3rd team arrives home and moves to Tesla’s Grave.
2) At 8:00 I start to build 4 gathering posts (16) and a steam coal thumper (4) with only 2 engineers that were dismantling a steam sawmill. Later I add 10 workers to help them.
Scouts: At 8:04 the 2nd team arrives in Damaged Snowcat (105 steel) and moves to Snow-covered Supplies.
Day 18 (10:10) New Research 49
Coal: 3917 Wood: 2264 Steel: 1465 SC: 0 RawF: 592 Food: 505

1) Research: Advanced Wall Drill;
Scouts: At 12:56 the 2nd team arrives in Snow-covered Supplies (57 raw food) and moves to Wrecked Vehicle.
Note: At 14:00 the Londoners event “An angry rant” triggers and I say let him speak.

Day 18 (15:10) New Research 50
Coal: 4746 Wood: 2413 Steel: 1528 SC: 0 RawF: 746 Food: 479

1) Research: Resource Depot Upgrade;
2) I build 2 advanced wall drills with 5 engineers of a nearby workshop, replacing them with 1 automaton that just refueled after depleting another steam sawmill.
Scouts: At 17:08 the 2nd team arrives in Wrecked Vehicle (86 steel and 136 coal) and moves to Stone Ship.

Day 18 (17:25) New Research 51
Coal: 5302 Wood: 2319 Steel: 1377 SC: 0 RawF: 726 Food: 502

1) Research: Large Resource Depot;
Note: At 18:30 the Londoners event “An agitated crowd” triggers and I say let him speak. They increased from 26 to 63 members. That is the result of a high discontent bar from 18:00 to 20:00 due to all stations at ExS.
Scouts: At 19:17 the 1st team arrives home and is disbanded.

Day 18 (19:59) New Research 52
Coal: 5302 Wood: 2319 Steel: 1377 SC: 0 RawF: 726 Food: 502

1) Research: Bunkhouse;
Scouts: At 1:02 the 2nd team arrives in Stone Ship (nothing) and moves back home.
Scouts: At 1:54 the 3rd team arrives in Tesla’s Grave and moves to Supply Depot.
2) I build 3 hunters’ hangars (9), 1 large resource depot, 2 resource depots (15) and 8 steam hubs.
Note: I am preparing to change my 6 steam hubs around the center as soon as I get Steam Hub Range Upgrade.
Day 19 - Houses and Overdrive
Day 19 Summary
With patrol every day at 10:02 hope and discontent are set on track. The next temperature drop led me to start replacing tents for houses and to research Overdrive improvements. That will allow the daily use of Overdrive for longer hours, saving a lot of coal. The scout teams are being disbanded after all the available sites are visited.

My goal for Day 19 is to build:
1) 4 workshops (28);
2) 1 arena (6);
3) 1 large resource depot (2);
4) 26 houses (or as many as I can replacing tents).

Finally, my research order will be:
53) House;
54) House Redesign;
55) Overdrive Couplings;
56) Generator Safety Bypass.

Day 19 (03:11) New Research 53
Coal: 5640 Wood: 2660 Steel: 1202 SC: 0 RawF: 692 Food: 355

1) Research: House;
Scouts: At 7:46 the 3rd team arrives in Supply Depot (47 raw food and 242 wood) and moves to Frozen Pond.
Day 19 (08:58) New Research 54
Coal: 6111 Wood: 2852 Steel: 1245 SC: 0 RawF: 680 Food: 310

1) Research: House Redesign;
Patrol: At 10:02.
Scouts: At 13:22 the 3rd team arrives in Frozen Pond (nothing) and moves back home. This was the last place to explore available.

Day 19 (13:42) New Research 55
Coal: 7177 Wood: 3030 Steel: 1307 SC: 0 RawF: 828 Food: 464

1) Research: Overdrive Couplings;
2) At 15:42 I build 1 workshop (25).

Day 19 (17:52) New Research 56
Coal: 8351 Wood: 3247 Steel: 1364 SC: 0 RawF: 735 Food: 720

1) Research: Generator Safety Bypass;
2) At 20:00 I build 3 workshops (28), 1 large resource depot (2), 1 arena (6) and 7 houses. I also dismantle and replace as many tents as I can without leaving people homeless in the process. I manage to end up with 26 houses, 20 tents and some free spots. Tomorrow I will finish it.
Scouts: At 21:57 the 2nd team arrives home and is disbanded. I make 2 automatons (13) with the SCs that just arrived

Day 19 (20:02) New Law 17
1) Law: Morning Gathering.
Note: this one is a little annoying but needed to get Foreman.
Day 20 - Houses and Heat
Day 20 Summary
Today I finish the houses with 11 extra to spare, so I am ready for some act 3 refugees I guess. Research is directed to heat techs and the Londoners events “let him speak” related are still increasing their numbers.

My goal for Day 20 is to build:
1) 4 large resource depots (6);
2) 24 houses (50).

Finally, my research order will be:
57) Generator Power Upgrade II;
58) Generator Power Upgrade III;
59) Steam Hub Range Upgrade;
60) Steam Hub Efficiency Upgrade;
61) Gathering Post Insulation II.

Day 20 (1:22) New Research 57
Coal: 8823 Wood: 3212 Steel: 1200 SC: 0 RawF: 744 Food: 742

1) Research: Generator Power Upgrade II.

Day 20 (7:48) New Research 58
Coal: 8935 Wood: 3546 Steel: 1255 SC: 0 RawF: 744 Food: 573

1) Research: Generator Power Upgrade III.
Scouts: At 10:43 the 3rd team arrives home and is disbanded.
Day 20 (12:26) New Research 59
Coal: 9863 Wood: 4033 Steel: 1266 SC: 1 RawF: 947 Food: 552

1) Research: Steam Hub Range Upgrade;
2) At 15:05 I resume the tents replacement.

Day 20 (16:02) New Law 18
1) Law: Foreman.
Foreman: At 16:02 every 2 days I use a foreman on all buildings with automatons (2 wall drills, 2 steelworks and 9 workshops) and on the workshop with EmS (this one every day).

Day 20 (16:14) New Research 60
Coal: 10748 Wood: 4101 Steel: 1216 SC: 1 RawF: 1065 Food: 488
1) Research: Steam Hub Efficiency Upgrade.
Note: At 18:30 the Londoners event “An agitated crowd” triggers and I say let him speak. They increased from 63 to 97 members. That is the result of a high discontent bar from 18:00 to 20:00 due to all stations at ExS.

Day 20 (20:10) New Research 61
Coal: 11879 Wood: 4400 Steel: 1263 SC: 1 RawF: 990 Food: 713

1) Research: Gathering Post Insulation II;
2) I build 4 large resource depots (6).
Day 21 - Hothouse and Propaganda
Day 21 Summary
Today I finish prepare for my 1st industrial hothouse and for Agitator Law. It is the 1st day I don’t use one EmS but I am still using ExS on all possible work stations and that is hurting my dealing with the Londoners but I am believing in a happy ending anyway due to patrols every day and high hope.

My goal for Day 21 is to build:
1) a propaganda bulletin;
2) 1 industrial hothouse.

Finally, my research order will be:
62) Advanced Heaters;
63) Cookhouse Insulation;
64) Hothouse;
65) Industrial Hothouse;
66) Hothouse Selection.

Day 21 (2:44) New Research 62
Coal: 11642 Wood: 4056 Steel: 903 SC: 1 RawF: 990 Food: 594

1) Research: Advanced Heaters.

Day 21 (7:59) New Research 63
Coal: 11642 Wood: 4056 Steel: 903 SC: 1 RawF: 990 Food: 594

1) Research: Cookhouse Insulation.
Day 21 (10:02) New Law 19
1) Law: Propaganda Center.
Why: Mostly to get to agitators. I will build it and use the building ability once or twice then dismantle it to avoid a scripted poet death.

Day 21 (11:31) New Research 64
Coal: 12887 Wood: 4550 Steel: 1078 SC: 2 RawF: 1224 Food: 449

1) Research: Hothouse.

Day 21 (14:50) New Research 65
Coal: 13752 Wood: 4752 Steel: 1158 SC: 2 RawF: 1341 Food: 445

1) Research: Industrial Hothouse.
Day 22 - heat tech
Day 22 Summary
Today I research heat related techs and dismantle the Propaganda Center to avoid a scripted death. Hope is reducing the Londoners but “An agitated crowd” events are increasing them. I am waiting for the “it is my time to speak” event.

My goal for Day 22 is to build:
1) 1 large resource depot (7).

Finally, my research order will be:
67) Hothouse Insulation;
68) Generator Efficiency Upgrade;
69) Generator Efficiency Upgrade II;
70) Heater Efficiency Upgrade;
71) Hothouse Insulation II.

Day 22 (2:24) New Research 67
Coal: 14494 Wood: 5398 Steel: 1153 SC: 0 RawF: 1145 Food: 610

1) Research: Hothouse Insulation.
Note: At 2:00 the Policing the Streets event triggers and I say “let him sober up”.
Londoners: At 5:00 they lose 14 members (83). Hope was above 85%.
Foreman: At 6:00 in the hothouse.
Day 22 (8:00) New Research 68
Coal: 14650 Wood: 5637 Steel: 1242 SC: 0 RawF: 1199 Food: 581

1) Research: Generator Efficiency Upgrade.
Note: At 8:06 a new SC arrives and I create 1 automaton with 5 engineers from the infirmary, since I have no sick people. When ready I send it to the hothouse.
Patrol: At 10:02.

Day 22 (12:00) New Research 69
Coal: 15477 Wood: 5753 Steel: 1255 SC: 0 RawF: 1501 Food: 560

1) Research: Generator Efficiency Upgrade II.
Foreman: At 16:02 in all buildings with automatons (2 wall drills, 2 steelworks and 9 workshops).

Day 22 (16:35) New Research 70
Coal: 16568 Wood: 5966 Steel: 1319 SC: 0 RawF: 1515 Food: 545

1) Research: Heater Efficiency Upgrade.
Note: At 18:30 the Londoners event “An agitated crowd” triggers and I say let him speak. They increased from 83 to 114 members. That is the result of a high discontent bar from 18:00 to 20:00.

Day 22 (20:49) New Research 71
Coal: 17268 Wood: 6117 Steel: 1320 SC: 0 RawF: 1410 Food: 790

1) Research: Hothouse Insulation II;
2) I build 1 large resource depot (7) and dismantle the propaganda center or the poet will die in the next 8 hours.
Day 23 - Agitators
Day 23 Summary
Today I research heat related techs and start the coal mining line because I have nothing else to do. All research is about to end in a couple days. Agitators come to increase productivity and resources continue to pile up making me build more and more depots.

My goal for Day 23 is to build:
1) 7 agitators;
2) 6 resource depots (25).

Finally, my research order will be:
72) Generator Range Upgrade;
73) Generator Range Upgrade II;
74) Generator Range Upgrade III;
75) Coal Mining;
76) Coal Mining II.

Day 23 (3:46) New Research 72
Coal: 16789 Wood: 6713 Steel: 1524 SC: 0 RawF: 1462 Food: 584

1) Research: Generator Range Upgrade;
Note: At 3:00 a 2nd resource theft happens and guards are sent to retrieve it with success.
Note: At 3:31 the guards find the thief and I say “our people will decide his fate”.
Londoners: At 5:00 they lose 18 members (96). Hope was above 85%.

Day 23 (7:02) New Law 20
Coal: 16818 Wood: 6913 Steel: 1603 SC: 0 RawF: 1484 Food: 577

1) Law: Agitator.
Why: Mostly to get to agitators. I will build it and use the building ability once or twice then dismantle it to avoid a scripted poet death.
Day 23 (8:02) New Research 73
Coal: 16990 Wood: 6931 Steel: 1581 SC: 0 RawF: 1490 Food: 577

1) Research: Generator Range Upgrade II.
Patrol: At 10:03.

Day 23 (11:38) New Research 74
Coal: 17779 Wood: 7092 Steel: 1619 SC: 0 RawF: 1627 Food: 564

1) Research: Generator Range Upgrade III.

Day 23 (15:28) New Research 75
Coal: 18732 Wood: 7222 Steel: 1633 SC: 0 RawF: 1860 Food: 604

1) Research: Coal Mining.

Day 23 (18:43) New Research 76
Coal: 19775 Wood: 7476 Steel: 1701 SC: 0 RawF: 1736 Food: 878

1) Research: Coal Mining II;
2) I build 6 resource depots (25).
Day 24 - Londoners down the hill
Day 24 Summary
Today I end the coal mining research line and do some heat techs too. A 2nd industrial hothouse is built and tomorrow I will make its automaton. The Londoners take a huge decrease in “my time to speak”, as I expected.

My goal for Day 24 is to build:
1) 1 industrial hothouse (2);
2) 4 resource depots (29);
3) 2 cookhouses (4).

Finally, my research order will be:
77) Coal Mining III;
78) Coal Mining Optimization;
79) Coal Mining Rationalization;
80) House Insulation;
81) Healthcare Insulation.

Day 24 (1:04) New Research 77
Coal: 19832 Wood: 7678 Steel: 1680 SC: 1 RawF: 1715 Food: 842

1) Research: Coal Mining III.
Note: At 3:00 a 3nd resource theft happens and I don’t send the guards or else one will die.
Londoners: At 5:00 they lose 15 members (81).
Foreman: At 6:00 in the hothouse.

Day 24 (7:45) New Research 78
Coal: 20003 Wood: 7938 Steel: 1775 SC: 1 RawF: 1756 Food: 563

1) Research: Coal Mining Optimization.
Day 24 (11:11) New Research 79
Coal: 21022 Wood: 8073 Steel: 1822 SC: 2 RawF: 1898 Food: 544

1) Research: Coal Mining Rationalization.

Day 24 (15:05) New Research 80
Coal: 22131 Wood: 8210 Steel: 1869 SC: 2 RawF: 2161 Food: 542

1) Research: House Insulation.
Foreman: At 16:02 in all buildings with automatons (2 wall drills, 2 steelworks and 9 workshops). Just for the record, if you feel like micromanaging the automatons to other workshops, you can use it daily for them. The problem is to get them in a moment they don’t feel like refueling.
Note: At 18:30 the Londoners event “An agitated crowd” triggers and I say let me speak now. They decreased from 81 to 17 members, despite the high discontent bar from 18:00 to 20:00.

Day 24 (18:59) New Research 81
Coal: 23548 Wood: 8427 Steel: 1877 SC: 2 RawF: 2016 Food: 749

1) Research: Healthcare Insulation;
2) I build 4 resource depots (29), 2 cookhouses (4) and 1 industrial hothouse (2).
Why: I have a few spare workers from 15:00 to 20:00 that could help me double my cooked food. I could have done this before.
Day 25 - The last tech to research
Day 25 Summary
Today I start to research the last tech, so the 19 workshops that engineers use will be dismantled at 20:00. I choose my last law, Prison, just to fulfill a promise and then dismantle it too. The Londoners are under control, losing 5 more members today. I expect to reunite all until the deadline.

My goal for Day 25 is to build:
1) 6 hunters’ hangars (15);
2) 2 resource depots (31);
3) a prison.

Finally, my research order will be:
82) Healthcare Insulation II;
83) Streamlined Prostheses;
84) Optimized Prostheses;
85) Charcoal Kiln;
86) Charcoal Kiln Thermostat;
87) Charcoal Kiln Bellows (last one).

Day 25 (0:18) New Research 82
Coal: 23775 Wood: 8553 Steel: 1888 SC: 0 RawF: 2008 Food: 701

1) Research: Healthcare Insulation II.
Note: At 3:00 a 4th resource theft happens and I don’t send the guards or else one will die.
Note: At 4:00 people demand a prison for the thieves and I promise one, because I didn’t want to take the hit in hope/discontent. I intend to pick the law and build it but I won’t use it. Before a scripted death related to it I will dismantle it.
Londoners: At 5:00 they lose 5 members (12).
Foreman: At 6:00 in the 2nd hothouse.

Day 25 (6:54) New Research 83
Coal: 23802 Wood: 9026 Steel: 1988 SC: 0 RawF: 2062 Food: 456

1) Research: Streamlined Prostheses.
Note: At 8:08 I start to make 1 automaton (15).
Patrol: At 10:03.
Day 25 (10:19) New Research 84
Coal: 24610 Wood: 9172 Steel: 2012 SC: 0 RawF: 2185 Food: 438

1) Research: Optimized Prostheses.

Day 25 (13:56) New Research 85
Coal: 25522 Wood: 9364 Steel: 2080 SC: 0 RawF: 2505 Food: 437

1) Research: Charcoal Kiln.

Day 25 (16:58) New Research 86
Coal: 26545 Wood: 9581 Steel: 2146 SC: 0 RawF: 2361 Food: 790

1) Research: Charcoal Kiln Thermostat;
2) At 20:00 I build 2 resource depots (31), 6 hunters’ hangars (15) and dismantle 19 workshops.

Day 25 (20:55) New Research 87
Coal: 27615 Wood: 9557 Steel: 1926 SC: 0 RawF: 2135 Food: 1327

1) Research: Charcoal Kiln Bellows.

Day 25 (22:02) New Law 21
1) Law: Prison.
2) I build a prison.
Note: As I said before, to avoid a hope/discontent drop from an earlier event I promise to build it but I won’t use it. Before a scripted death I will dismantle it.
Note: At 2:00 a sabotage event to an agitator triggers and I say repair it.
Days 26 to 28 - No more research, laws and Londoners
Day 26 (04:36) No more research
Coal: 27357 Wood: 10151 Steel: 2063 SC: 0 RawF: 2235 Food: 1152

Note: At 4:36 all research is completed and the remaining 9 workshops will be dismantled.
Londoners: At 5:00 they lose 4 members (8).
Foreman: At 6:00 in 1 hothouse.
1) I build 7 resource depots (36), and use the workshop space to build a more organized place for cookhouses and infirmaries, building 2 cookhouses and dismantling 3 old ones when I need their space.
Patrol: At 10:03.
Note: I dismantle 2 automatons to create 1 advanced coal mine with the help of the SC that was delivered today. At 15:03 I dismantle another 3 automatons to create a 2nd advanced coal mine and build 6 resource depots (42).
Foreman: At 16:02 in 2 wall drills and 2 steelworks.
Foreman: At 17:13 in 1 coal mine.
Note: At 20:01 I dismantle 1 hunters’ hangar next to a thumper to free space for more gathering posts and build 4 of them (20).
Foreman: At 20:35 in 1 coal mine.

Day 27 (05:00)
Coal: 34477 Wood: 11781 Steel: 2772 SC: 0 RawF: 2723 Food: 1639

Londoners: At 5:00 they lose 3 members (5).
Foreman: At 6:00 in 1 hothouse.
Note: I dismantle the infirmary to relocate it.
Patrol: At 10:03.
Note: At 15:07 I dismantle 2 automatons (8) to build the last advanced coal mine. I also start to build some storage buildings. I feel that I could slow my production now, but I will see how many resources I can hoard.
Day 27 (19:02) New Law 22?
Coal: 42912 Wood: 12254 Steel: 2907 SC: 0 RawF: 3228 Food: 1956

No more laws for me.
Note: At 20:00 I build 13 houses (63) preparing for future refugees and 1 guard station (5). In the end I believe I will need 70. I also dismantle 1 hunters’ hangar near the thumpers for a 5th thumper and 2 gathering posts (22), as if I needed more coal.

Day 28 (05:00)
Coal: 44308 Wood: 12309 Steel: 2660 SC: 0 RawF: 3259 Food: 1981

Londoners: At 5:00 they lose 5 members (0). We are united again!
Note: The game is now basically won. All I need to do is stock more cooked food, rescue and house all act 3 survivors and prepare enough infirmaries to survive the storm. Coal/Wood/Steel amounts are already enough and growing. I could dismantle all thumpers and gathering posts and let my people rest, but I will hoard a huge amount of coal just because I can.
Foreman: At 6:00 in 1 hothouse and 1 coal mine.
Note: At 8:11 I create an automaton (9) to run the 3rd coal mine.
Patrol: At 10:03.
Foreman: At 16:02 in 2 wall drills and 2 steelworks.
Note: I build 5 houses (68) and 1 guard station (6).
Foreman: At 17:13 in 1 coal mine.
Foreman: At 20:36 in 1 coal mine.
Days 29 to 33 - sick and gravely sick Refugees
Day 29 (05:48)
Coal: 56123 Wood: 13506 Steel: 3134 SC: 0 RawF: 3985 Food: 1788

Scouts: 11 people arrive (397) in the city. The 1st group of refugees (70 people – 22 children, 21 engineers and 27 workers) appears in the map and I send a scout team to meet and escort them home. I will need medical care for them because they will arrive in a very bad shape. Good thing I have homes and food to spare, but I think I will need a second infirmary, so I will build one with the daily SC.
Foreman: At 6:00 in 1 hothouse.
1) At 8:11 I build 1 infirmary (2);
Patrol: At 10:03.
2) At 15:01 I build 2 hunters’ hangar (14) and some storage buildings.
Day 30 (04:48)
Coal: 67802 Wood: 14078 Steel: 3257 SC: 0 RawF: 4664 Food: 1711

Scouts: At 1:38 the refugees arrive and the scout team is disbanded.
Scouts: At 4:48 a 2nd group of refugees appears (70 people – 28 children and 42 workers) and I send a scout team to meet and escort them home.
Foreman: At 6:00 in 1 hothouse and 1 coal mine.
1) At 8:11 I build 1 infirmary (3);
Patrol: At 10:03.
Foreman: At 16:02 in 2 wall drills and 2 steelworks.
Foreman: At 17:14 in 1 coal mine.
Foreman: At 20:36 in 1 coal mine.
Day 30 (08:00)
Coal: 67802 Wood: 14078 Steel: 3257 SC: 0 RawF: 4664 Food: 1711

Scouts: At 0:13 the refugees arrive and the scout team is disbanded. The refugees had 25 sick and 25 gravely sick. Good thing I had 3 infirmaries ready for them.
Scouts: At 1:48 a 3rd group of refugees appears (60 people – 22 engineers and 38 workers) and I send a scout team to meet and escort them home.
Foreman: At 6:00 in 1 hothouse.
1) At 8:15 I build 1 infirmary (4);
Patrol: At 10:04.
Scouts: At 22:27 the refugees arrive and some new locations appear on the map. The refugees had 50 gravely sick and I was already dealing with 8 sick from the last group so 3 infirmaries were enough for now although I had 4 ready for them. I create 2 more scout groups and send them to the new locations throw Gloomy Cave.
Note: a new tech is ready to be researched: Beacon: Stereoscopic Lenses. I will build 3 workshops to deal with that.

Day 32 (05:00)
Coal: 93787 Wood: 14993 Steel: 3183 SC: 0 RawF: 5650 Food: 2160

Scouts: At 3:17 they arrive in Gloomy Cave and move to: 1) Ice Crevasse; 2) Deep Hollow; 3) Snow Burrows.
ExS: From now on I will stop using ExSs. There is no need for more coal or to hurry the new and last research with 14 hours shifts.
Note: For the record, I have 597 people (124 children, 141 engineers and 332 workers).
Foreman: At 6:00 in 1 hothouse and 1 coal mine.
1) At 8:15 I build 1 infirmary (5).
Scouts: At 9:56 the 1st team finds 19 people and escort home (7 children and 12 workers).
Patrol: At 10:04.
Scouts: At 11:45 the 2nd team finds 19 people and escort home (7 children and 12 workers).
Foreman: At 16:03 in 2 wall drills and 2 steelworks.
Scouts: At 16:34 the 3rd team finds 18 people and escort home (7 children and 11 workers).
Scouts: At 16:44 the 1st team arrives home (19 gravely sick) and moves back to Ice Crevasse.
Foreman: At 17:14 in 1 coal mine.
Foreman: At 20:36 in 1 coal mine.
Scouts: At 20:43 the 2nd team arrives home (19 gravely sick) and moves back to Deep Hollow.
Scouts: At 23:33 the 1st team arrives in Ice Crevasse and moves to Camp Vulcan.

Day 33 (02:00)
Coal: 103051 Wood: 16327 Steel: 3655 SC: 0 RawF: 5825 Food: 2738

Note: At 2:00 a desperate father asks for help to find his runaway child. I give him supplies.
Scouts: At 3:17 the 3rd team arrives home (18 gravely sick) and moves back to Snow Burrows.
Note: I don’t have space to build more depots, so there is no point in continue to use thumpers for coal. I will dismantle them and build more depots in their place.
Scouts: At 5:41 the 2nd team arrives in Deep Hollow and moves to Camp Compass.
Foreman: At 6:01 in 1 hothouse.
Scouts: At 6:25 the 1st team arrives in Camp Vulcan, finds 19 engineers and moves back home.
1) At 8:15 I build 1 infirmary (6);
Patrol: At 10:04.
2) At 12:06 8:15 Stereoscopic Lenses research ended. The 3 workshops were dismantled.
Scouts: At 12:13 the 2nd team arrives in Camp Compass finds 19 engineers and moves back home.
Scouts: At 13:59 the 3rd team arrives in Snow Burrows and moves to Camp Meteor.
Scouts: At 15:43 the 1st team arrives home and moves back to Camp Vulcan.
Scouts: At 21:28 the 3rd team arrives in Camp Meteor (empty) and moves to Scattered Convoy.
Note: At midnight I have only 1 sick person, no hunger and no homeless.
Days 34 to 36 - all teams disbanded
Day 34 (0:24)
Coal: 111126 Wood: 16808 Steel: 3776 SC: 0 RawF: 5944 Food: 3712

Scouts: At 0:24 the 2nd team arrives home and moves back to Camp Compass.
Scouts: At 1:01 the 1st team arrives in Camp Vulcan and moves to Jagged Rocks.
Scouts: At 4:09 the 3rd team arrives in Scattered Convoy (empty) and moves to Large Crater.
Foreman: At 6:00 in 1 hothouse and 1 coal mine.
Scouts: At 9:56 the 1st team arrives in Jagged Rocks (free tech?) and moves to Nansen’s Storm Watch.
1) At 8:16 I build 1 infirmary (7);
Patrol: At 10:04.
Scouts: At 12:35 the 2nd team arrives in Camp Compass and moves to Fortified Hut.
Scouts: At 12:47 the 3rd team arrives in Large Crater (free tech?) and moves to Ice Caves.
Scouts: At 14:38 the 1st team arrives in Nansen’s Storm Watch (free tech?) and moves home.
Foreman: At 16:03 in 2 wall drills and 2 steelworks.
Foreman: At 17:14 in 1 coal mine.
Scouts: At 20:22 the 2nd team arrives in Fortified Hut (free tech?) and moves home.
Foreman: At 20:36 in 1 coal mine.
2) I build 2 cookhouses to speed up making more cook food for the storm.
Scouts: At 22:50 the 3rd team arrives in Ice Caves (empty) and moves home.

Day 35 (4:08)
Coal: 116377 Wood: 18270 Steel: 4271 SC: 0 RawF: 6133 Food: 4147

Note: At 2:00 a woman asks for 2 food rations and I comply.
Scouts: At 4:08 the 1st team arrives home and is disbanded.
Foreman: At 6:01 in 1 hothouse.
Scouts: At 6:25 the 1st team arrives in Camp Vulcan, finds 19 engineers and moves back home.
1) At 8:18 I build 1 infirmary (8);
Note: At 7:30 cooks are caught stealing food for their families. I said to put guards to watch them.
Patrol: At 10:04.
Outposts: At 11:47 I dismantle the wood outpost and send them home.
Scouts: At 12:12 the 2nd team arrives home and is disbanded.
Scouts: At 14:22 the 3rd team arrives home and is disbanded.
Outposts: At 16:52 I dismantle the SC outpost and send them home, just after a last SC is sent home.
Outposts: At 21:47 the outpost team arrives home and is disbanded.
Day 36 (8:21)
Coal: 121368 Wood: 20202 Steel: 4954 SC: 0 RawF: 6195 Food: 5730

Note: At 2:00 doom-mongering drunks are sent home.
Outposts: At 3:13 the outpost team arrives home and is disbanded. That was the last team outside.
Foreman: At 6:00 in 1 hothouse and 1 coal mine.
1) At 8:21 I build 1 infirmary (9);
Patrol: At 10:04.
Foreman: At 16:03 in 2 wall drills and 2 steelworks.
Foreman: At 17:14 in 1 coal mine.
Foreman: At 20:36 in 1 coal mine.
Days 37 to 39 - last days before the storm
Day 37 (23:00)
Coal: 127647 Wood: 22079 Steel: 5812 SC: 0 RawF: 5231 Food: 8567

Foreman: At 6:01 in 1 hothouse.
Patrol: At 10:04.
Note: I dismantle the Beacon, 4 hunters’ hangars and the Outpost depots to build more resource depots. Not really needed, but I am a hoarder.
Day 38 (12:00)
Coal: 129203 Wood: 20603 Steel: 6066 SC: 0 RawF: 5371 Food: 8993

Foreman: At 6:01 in 1 hothouse and 1 coal mine.
Note: At 7:30 an event asked for 1400 wood and I gave it away. That is no trouble at all.
Patrol: At 10:04.
Foreman: At 16:04 in 2 wall drills and 2 steelworks.
Foreman: At 17:14 in 1 coal mine.
Foreman: At 20:36 in 1 coal mine.

Day 39 (16:05)
Coal: 127647 Wood: 22079 Steel: 5812 SC: 0 RawF: 5231 Food: 8567

Note: Today is my last day with hunters, hothouses and wall drills working. I will use their SCs and space to make 17 new infirmaries (26) to face the storm.
Foreman: At 6:01 in 1 hothouse.
Patrol: At 10:04.
Note: At 15:20 I dismantle the remaining 10 hunters’ hangars.
Note: At 16:05 I dismantle the 2 advanced wall drills, the factory and the 2 steam steelworks and their automatons.
Note: At 20:00 I dismantle the 2 hothouses and their automatons.
1) I build 17 infirmaries (26). I can deal with 520 sick people at the same time using 130 engineers to tend to them. That is 650 out of 690 people I have. Could have 12 more infirmaries if I dismantled the advanced coal mines and their automatons but that is overkill and it fells nice to still be producing coal during the storm, more coal then I burn daily.
Days 40 to 45 - the storm
Day 40 (06:01) Storm day 1
Coal: 135334 Wood: 22720 Steel: 7236 SC: 0 RawF: 3950 Food: 11790

Foreman: At 6:01 in 1 coal mine.
Status: At 7:00 the temperature drops to -90o C. I turn all heaters on in infirmaries. I have 4 cookhouses working and 6 guard stations. For the record, I could man and heat only the infirmaries needed at anytime to save coal, but since I have a large amount of coal I will leave all infirmaries on all the time.
Patrol: At 10:05.
Foreman: At 17:14 in 1 coal mine.
Foreman: At 20:36 in 1 coal mine.

Day 41 (06:00) Storm day 2
Coal: 136881 Wood: 22720 Steel: 7236 SC: 0 RawF: 2620 Food: 13559

Note: At 2:00 there was a warning about the risk of collapse in the coal mines.
Status: At 7:00 the temperature drops to -100o C. I turn the Overdrive on and off from time to time. I have 3 sick people.
Event: At 8:00 my Advanced Coal Mines will have their production reduced due to partial collapse– I won’t sacrifice people to keep them running, this is a no death run after all! I can still produce 2916 coal units per day – more than half my daily consumption. Besides that, my stock can outlast the storm anyway.
Patrol: At 10:05.
Event: At 22:00 they ask to build coal thumpers and I say we’ll make it anyway.

Day 42 (06:00) Storm day 3
Coal: 134266 Wood: 22710 Steel: 7226 SC: 0 RawF: 1276 Food: 15374

Foreman: At 6:01 in 1 coal mine.
Status: At 7:00 the temperature drops to -110o C. I have 34 sick people.
Event: At 8:00 I sent guards after some coal thieves.
Patrol: At 10:05.
Foreman: At 17:14 in 1 coal mine.
Foreman: At 20:36 in 1 coal mine.

Day 43 (06:00) Storm day 4
Coal: 118485 Wood: 22710 Steel: 7226 SC: 0 RawF: 0 Food: 16972

Status: At 7:00 the temperature drops to -120o C. I have 46 sick people.
Event: At 8:00 engineer predict the end of the storm but the huge temp drop before that cause panic.
Patrol: At 10:05.
Event: At 12:00 1 infirmary stops working due to people wanting to stay home. That is funny because the infirmary is the hottest place in town. The homes are chilly when the overdrive is on! Infirmaries are red hot.

Day 44 (06:00) Storm day 5
Coal: 118485 Wood: 22710 Steel: 7226 SC: 0 RawF: 0 Food: 16972

Foreman: At 6:01 in 1 coal mine.
Status: At 7:00 the temperature stays at -120o C. I have 158 sick people (8 infirmaries needed).
Patrol: At 10:05.
Event: At 12:00 the desperate father found his lost child – miracles happen! I have 692 people now.
Foreman: At 17:14 in 1 coal mine.
Foreman: At 20:36 in 1 coal mine.
Day 45 (06:00) Storm day 6
Coal: 113648 Wood: 22710 Steel: 7226 SC: 0 RawF: 0 Food: 15107

Status: At 2:00 the temperature drops to -150o C. I have 129 sick people. Stress level at 29%.
Status: At 7:45 the temperature rises to -30o C. I have 244 sick people. Stress level at 46%. So, for the record, I must save 17% of stress level to this last 5 hours and 45 minutes at -150o C. In the end I needed only 13 infirmaries at peak, so having 26 was overkill.
2 Comments
fernandofsr  [author] 23 May @ 9:36am 
Yes. The Emergency shift is only 1 at a time, but the 1st day when I use 2, but I remove them a few minutes before the death and put them back a few minutes after the sripted death, That could be called exploit, and it is not really needed to win, but I wanted to see the fastest optimized way to achiev the best end.
Disembodied 17 Mar @ 5:52pm 
I know this is a bit old now but there appears a basic problem: you claim it is a no death run and yet you run emergency shifts on multiple buildings. Unless you are doing the remove workers for 3-ish hours trick, this will have caused at least one death early on.