![]() Essentially, I'm saying that if you have infirmaries you've already won, and it kinda doesn't matter how fast numbers go up and down anymore. Only with the infirmary will you gain any benefit at all from faster curing since that's the only situation where you can actually get people back to work before the day is done, and once you have infirmaries up, it's more about location placement that affects how long it takes to cure the sick rather than the building efficiency itself. You gain absolutely no benefit whatsoever from them being up, other than helping with building some buildings. If you don't have organ transplants, what the hell are you doing down child medic line?). Medic - what does increase in cure speed do? Really, like, what exactly will this do for you? If you have enough medic outposts that you can take care of all the sick every day (which you really should), that means your workers are cured right as the workday closing bell rings rather than at midnight (assuming you already have organ transplants. ![]() Oh, and engineers can be made to work 24h, the child engineers only helps during the workday. A 4th workshop with just TWO engineers will out research child shelters + child engineers. Your 18 hour tech will be done about 15 minutes faster, whoop whoop. Here's what each path gives:Įngineering - since you have 3 workshops already, an additional 20% boost results in a 4% total gain in research speed when you're already at 150%, so less than a 3% total increase in research speed. The problem is that child shelters + medic/engineer boost is two entire laws for a paltry gain. Anytime you have more than roughly 3-4 children, labor beats shelter hard. Unless you get really lucky with finding refugees in the frostlands immediately, child labor to staff the gathering posts for the thumpers is just ideal. On endurance endless cores are a precious and rare commodity and it gets very cold very fast so going for thumpers as quickly as possible is pretty much the only sane build. ![]() Refugees gives you so few workers for the first few days, and child labor is worth it even if it's just for getting the piles cleared up efficiently. ![]() If you're not going for early heating and are just going to tough out the relatively mild weather of New Home with health care (either to put the automaton to work on a mine or use the outpost location for your coal solution), then you really don't need child labor and boosting health care or research is preferable.įor the other scenarios I'd agree that child labor is definitely the way to go. If you're going for early thumpers, that's where child labor shines. On New Home it really depends on your heating strategy. ![]() The big bottleneck on the construction of the generator is research, and this makes me feel that engineering apprentices really outshines the other two alternatives. You also don't need any coal production beyond just gathering from the starting piles for the first two storm cycles, which means you won't be running many gathering posts past the first two days and won't even have places to employ those kids. I would say that Builders is one place where Child Shelters is definitely superior to Child Labor, and on New Home it really depends on your build.īuilders just gives you a crap-ton of workers from the very beginning, and you only have a tiny number of children. ![]()
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