Achievements Guide Organised by Scenario
General (Part 1)
This section contains achievements that can be completed in any scenario.
Have an Advanced Coal Mine, Advanced Wall Drill and Advanced Steelworks at the same time.
In a city of at least 200, have automatons working in more than half of workplaces.
Keep every promise made during a playthrough.
Finish a playthrough without building a single Tent.
- Recommended to complete in The Arks scenario considering the low population.
In a city of at least 200 people, ensure everyone has access to the Public House and a Fighting Arena.
Build an automaton.
Having a choice, finish a scenario using only Hunters.
- Recommended to complete in The Refugees scenario considering the very high population.
Finish a scenario without building a single Steam Hub.
- Cannot be completed in The Last Autumn or On The Edge scenarios.
Finish a playthrough with Charcoal Kilns as the only buildings that provide Coal.
- Gathering Posts for coal piles, Scouts, and coal Outposts are allowed.
- Need confirmation on whether collecting directly from coal piles is allowed.
Have more than 650 people in the city at the same time.
- Recommended to complete in A New Home or The Refugees scenarios.
Have 15 automatons at the same time.
Set up 2 Outposts in one playthrough.
Have a workplace with efficiency greater than 200%.
- Recommended to complete in The Builders Mode (Endless Mode) using the Rush Construction ability.
- This is essentially a subset of the A for Effort achievement, and as such should be completed alongside it.
Have over 600 population living in Houses only.
Provide an amputee with a prosthesis.
Have 4 Workshops doing research at the same time.
Give child workers extra rations.
- Instructions:
- Sign the Child Labour (Safe Jobs) law and employ children in safe workplaces.
- After a while, there will be a series of events. The first two are titled "child injured at work" and "a protective mother." Your responses to these two events are irrelevant.
- The third event will be as follows:
Double rations for kids
Select "good idea" to complete the achievement.
In the wake of recent child worker's accident the parents argue that we could give working children double rations to make them stronger and help prevent injuries.- Good idea.
- No, we can't afford it.
- Good idea.
- Sign the Child Labour (Safe Jobs) law and employ children in safe workplaces.
- Recommended to complete in The Fall of Winterhome Scenario as the Child Labour law is already signed and the required event is only a few days away.
Stay in power after your people threatened to overthrow you.
Have a fully upgraded Generator (power, range and overdrive).
Have maximum hope and no discontent.
Have 20 working automatons.
Finish a scenario never expanding the range of the Generator.
Have 4 Coal Thumpers working at the same time.
Finish the Automaton Project.
- Instructions:
- Produce 3 automatons and have a staffed Workshop. A Workshop must be kept staffed throughout the entire event arc.
- The following event will occur:
Fundamental research
Select either option.
Sir, an engineer is asking for a day off to study an automaton closely."The automatons can be improved! They may be the pinnacle of our technology, but if we learned how to make them, we can surely learn how to make them better. If I take a closer look at any machine, I can adjust it to improve its performance. Why should it be any different with them?"
- Carry on with the project.
- Get back to work.
- Carry on with the project.
- You will then receive this event 24 hours later:
Test subject needed
Sir, the engineer working on the Automaton Project is back. He wants to borrow an automaton."I'm close to a breakthrough! I just need an automaton for a day and I believe I'll be able to propose specific modifications that will raise their performance permanently."
- Give him an automaton.
- We can't afford it.
- Give him an automaton.
- Select "give him an automaton."
- You will then receive this event 24 hours later:
Steam Core needed
Select "give him a Steam Core" if you have one available. If not, select "keep working" and you will have the option to give it to him later once you obtain one.
Sir, the engineer working on the Automaton Project sent in his report. He broke the automaton he borrowed. Now he wants a Steam Core..."The damage hasn't been for nothing: we can fix the broken machine, and on top of that we can now adjust the automatons to make them work faster. The engineer's busy again now, but he said he's onto something 'really exciting.'"
- Give him a Steam Core.
- We can't afford it.
- Keep working, we'll find a Steam Core later.
- Give him a Steam Core.
- You will then receive an event 24 hours after providing the Steam Core, completing the achievement.
- Produce 3 automatons and have a staffed Workshop. A Workshop must be kept staffed throughout the entire event arc.
- Recommended to complete in The Arks scenario as you have to produce automatons as part of the main story arc anyways.
General (Part 2)
This section contains achievements that can be completed in any scenario.
Improve Radical Treatment.
- Instructions:
- Sign the Radical Treatment law.
- After 10 amputations resulting from Radical Treatment, the following event will occur:
Do less harm
Select "give him what he needs."
Sir, a doctor wants to talk to you about improving Radical Treatment."I was a field surgeon in the Boer War and worked with the Royal Society to reduce the rate of limb loss in army hospitals. I believe I can devise a method that will cut the number of amputations during Radical Treatment."
- Give him what he needs.
- He must go back to work.
- Give him what he needs.
- You will then receive a follow-up event, completing the achievement.
- Sign the Radical Treatment law.
- Recommended to complete in The Fall of Winterhome scenario as you begin with a large population that will very likely become sick, easily allowing you to meet the required 10 amputations.
Finish a playthrough without an Infirmary or House of Healing.
- Recommended to complete in The Arks scenario due to the low population: the sick can be fairly easily managed with Medical Posts after signing the Radical Treatment law and utilizing prostheses.
Finish any scenario without constructing Steam or Advanced buildings.
- "Steam or Advanced buildings" specifically refers to buildings with "Steam" or "Advanced" in its name, excluding Steam Hub.
- The complete list of disallowed buildings is as follows:
- Advanced Coal Mine
- Advanced Docks
- Advanced Fishing Harbour
- Advanced Reloading Station
- Advanced Steelworks
- Advanced Wall Drill
- Steam Coal Mine
- Steam Coal Thumper
- Steam Reloading Station
- Steam Sawmill
- Steam Steelworks
- Steam Wall Drill
- Advanced Coal Mine
- Need confirmation on whether Hunters' Hangar and Industrial Hothouse is allowed.
Have 300 people living in the heat zone of a single Steam Hub.
Having a choice, finish a scenario using only Hothouses.
Finish a playthrough without building a single House or Bunkhouse.
- Recommended to complete in The Refugees scenario in conjunction with The Union achievement as you likely will not have the resources to upgrade any of the numerous Tents anyways.
A New Home (Part 1)
This section contains achievements that can only be completed in A New Home scenario.
Deal with the Londoners' graffiti peacefully.
- Instructions:
- During the Londoners story arc, there will be a series of events related to graffiti.
- Ensure that you have either constructed a House of Prayer if you chose Faith, or have a staffed Watchtower if you chose Order.
- The first event is as follows:
Writing on the wall
Select either "send a cleric to reassure people" or "send watchmen to remove it."
Captain, someone has defaced the walls with predictions of doom for our city.This is troubling. People already fear we'll share Winterhome's fate, and scared minds are swayed by even the smallest nudges.
- Send a cleric to reassure people. (If Faith was chosen).
- Send watchmen to remove it. (If Order was chosen).
- Ignore it.
- Send a cleric to reassure people. (If Faith was chosen).
- This will be followed by another event:
Another act of vandalism
Select either "send a cleric to reassure people" or "send watchmen to remove it."
The Londoners have defaced more walls, urging everybody to join them and abandon the city. Some graffiti even mocks your leadership, branding you an unfit leader incapable of doing what it takes to save our people.- Send a cleric to reassure people. (If Faith was chosen).
- Send watchmen to remove it. (If Order was chosen).
- Ignore it.
- Send a cleric to reassure people. (If Faith was chosen).
- The next event will depend on whether you chose Faith or Order.
If Faith was chosen, you will receive the following event:Cleric beaten
If Order was chosen, you will receive the following event:
Captain, a priest was assaulted whilst trying to reassure people disturbed by the Londoners' slogans! We should do something to protect our people.- Ask the faith keepers to secure the streets.
- We need the faith keepers to secure the streets.
- Ask the faith keepers to strike back.
- We need the faith keepers to strike back.
- We will pray for him and his assailants.
- We shall congregate and pray for them all.
Watch members beaten
Select any of the "secure the streets" or "pray for them" options and fulfill the corresponding promises (if applicable) to complete the achievement.
Captain, members of the Neighbourhood Watch who were removing the Londoners' slogans have been assaulted! We should do something to protect our people.- Send guards to secure the streets.
- We need guards to secure the streets.
- Order guards to strike back.
- We need guards to strike back.
- I don't want to escalate this.
- Ask the faith keepers to secure the streets.
- During the Londoners story arc, there will be a series of events related to graffiti.
In the New Home scenario, accept all groups of refugees.
Finish the New Home scenario without passing severe laws and using harsh abilities.
- There is a lot of misleading information about this achievement on the Internet that makes it appear much more difficult than it is.
- The complete list of disallowed Adaptation laws is as follows:
- Child Labour - All Jobs
- Child Labour - Safe Jobs
- Duelling Law
- Emergency Shift (the law can be signed to reach Extended Shifts, but using the Emergency Shift ability is disallowed)
- Food Additives
- House of Pleasure
- Organic Fertiliser
- Triage
- Child Labour - All Jobs
- The complete list of disallowed Faith laws is as follows:
- New Faith
- Protector of the Truth
- Righteous Denunciation
- New Faith
- The complete list of disallowed Order laws is as follows:
- Forceful Persuasion
- New Order
- Pledge of Loyalty
- Forceful Persuasion
- Deaths—from events and during normal gameplay—are allowed.
- Promises can be broken.
- Needs crises can occur.
- Discontent and hope ultimatums can be given.
Finish the New Home scenario on Hard difficulty.
- Can only be completed on Hard difficulty. Extreme or Survivor difficulty—despite being more difficult—does not count.
Finish the New Home scenario.
In the New Home scenario, save every person in Frostland.
A New Home (Part 2)
This section contains achievements that can only be completed in A New Home scenario.
Let the Londoners speak and have the last word.
- Instructions:
- During the Londoners story arc, there will be a series of events related to the Londoners making public speeches to sway the populace.
- Ensure that your discontent is consistently above 33%, or all the events will not trigger.
- There will be a total of 4 events that are essentially the same, but with slight differences based on your current discontent level:
A few are persuaded (33–50% discontent)
A member of the Londoners is talking to a crowd. He's trying to scare as many as possible into joining the exodus to London, but his visions of doom ring false in the ears of people, who are content with the situation in our city.- Let him speak.
- Ask a cleric to reassure people. (If Faith was chosen).
- Chase the speaker away. (If Order was chosen).
- Disperse the crowd.
A restless group (50–66% discontent)
A crowd is listening to one of the Londoners, who's scaring people with visions of doom. He's trying to persuade them to flee to London. The discontented seem to take his words to heart, but others remain unconvinced.- Let him speak.
- Ask a cleric to reassure people. (If Faith was chosen).
- Chase the speaker away. (If Order was chosen).
- Disperse the crowd.
An agitated crowd (66+% discontent)
Select "let him speak" for the first 3 events.
A member of the Londoners is stirring up a restless crowd. He's scaring people into joining the exodus to London! Their discontent with the situation in our city makes his visions of doom all the more believable.- Let him speak.
- Ask a cleric to reassure people. (If Faith was chosen).
- Chase the speaker away. (If Order was chosen).
- Disperse the crowd.
- Let him speak.
- On the fourth event, the "let him speak" option will have changed to "I let the Londoners talk, now listen to me." Select this option to complete the achievement.
- During the Londoners story arc, there will be a series of events related to the Londoners making public speeches to sway the populace.
Deal with the Londoners' thievery peacefully.
- Instructions:
- During the Londoners story arc, there will be a series of events related to food or wood theft.
- The first event will be as follows:
Food/Wood theft
Select either "ask the faith keepers for help" or "send guards to catch them."
Someone has stolen X Food Rations/Wood from the stockpiles. People are saying it was the Londoners gathering supplies for their journey.It seems this ridiculous idea of leaving for London is gaining traction...
- Let them be.
- Ask the faith keepers for help. (If Faith was chosen).
- Send guards to catch them. (If Order was chosen).
- Let them be.
- The next event will be as follows:
Another theft
Select either "ask the faith keepers for help" or "send guards to catch them" once again.
Captain, the Londoners are stealing again. They've taken X Food Rations/Wood from the stockpiles.People are angry that the Londoners are putting their crazy idea before the needs of the city.
- Let them be.
- Ask the faith keepers for help. (If Faith was chosen).
- Send guards to catch them. (If Order was chosen).
- Let them be.
- Afterwards, the following event will occur based on whether you chose Faith or Order:
Faith Keeper murdered
One of our Faith Keepers was beaten to death whilst investigating a theft. We caught one of the thieves, but he's not the murderer. What should we do with him?- Banish him.
- Give him a chance to repent.
- Let him go, he isn't the murderer.
Murdered on duty
Select "let him go, he isn't the murderer."
One of our guardsmen was beaten to death whilst chasing the Londoners. We caught one of the thieves, but he's not the murderer. What should we do with him?- Banish him.
- Lock him up.
- Let him go, he isn't the murderer.
- Banish him.
- There will be a final event 48 hours later. The event will depend on your hope level. To ensure that you get the correct event to complete the achievement, your hope level must be above 50%. If so, the event will be as follows:
The end of thievery
Select "I see" to complete the achievement.
Sir, the thief you let walk free has approached us with some of his friends. They told us who killed the guard and returned some of the stolen supplies."This tragedy has opened our eyes," they say. "We were stupid. All this talk about choosing our own way, what has it gained? A man's dead. We're done with the Londoners for good."
- I see.
- During the Londoners story arc, there will be a series of events related to food or wood theft.
Finish the New Home scenario in Survivor Mode.
Rescue all of your people coming to the City.
- This refers to using scouts to escort the incoming groups of survivors.
Finish the New Home scenario with no deaths from cold, hunger, sickness or overwork on Hard difficulty.
- Event-related deaths do count only if it is as a result of "cold, hunger, sickness, or overwork." Events such as "poet's suicide" will not void this achievement.
- The only exception to the above rule, is the first scripted death as a result of using the Emergency Shift ability.
Finish the New Home scenario with no deaths from cold, hunger, sickness or overwork.
- Event-related deaths do count only if it is as a result of "cold, hunger, sickness, or overwork." Events such as "poet's suicide" will not void this achievement.
- The only exception to the above rule, is the first scripted death as a result of using the Emergency Shift ability.
In the New Home scenario, don't let anyone leave for London.
The Arks
This section contains achievements that can only be completed in The Arks scenario.
Save all the Seedling Arks in The Arks scenario.
Finish The Arks scenario, saving both cities.
Finish The Arks scenario on Hard difficulty
- Can only be completed on Hard difficulty. Extreme or Survivor difficulty—despite being more difficult—does not count.
Find New Manchester before Day 15.
- Instructions:
- Complete the "Autonomous City" quest (which triggers the survivor from New Manchester) before Day 12 and have a scout ready.
- Send the scout to escort the survivor to your city, so that he arrives faster.
- Upon arriving at your city, he will reveal a new Frostland location to the east.
- Follow the Frostland locations until you reach New Manchester.
- Complete the "Autonomous City" quest (which triggers the survivor from New Manchester) before Day 12 and have a scout ready.
Finish The Arks scenario.
Finish The Arks scenario in Survivor Mode.
The Refugees
This section contains achievements that can only be completed in The Refugees scenario.
Finish the Refugees scenario on Hard difficulty.
- Can only be completed on Hard difficulty. Extreme or Survivor difficulty—despite being more difficult—does not count.
Finish the Refugees scenario.
Finish the Refugees scenario in Survivor Mode.
Finish the Refugees scenario, accepting all the lords and resolving the class conflict.
Find the unknown ship in Frostland.
- Instructions:
- You must explore the Oceanliner. It is the final Frostland location to the south-east.
The Fall of Winterhome
This section contains achievements that can only be completed in The Fall of Winterhome scenario.
Finish the Fall of Winterhome Scenario, sending all children to Dreadnought.
- The requirement includes child amputees, who cannot be sent to the Dreadnought without equipping them with prostheses.
Finish the Fall of Winterhome scenario, fully upgrading the Dreadnought and filling it with people.
- The primary bottleneck is steel. Advanced Steelworks, in conjunction with automatons and the Foreman ability (from the Order law) will help greatly in producing the required quantity of steel.
- The scenario does not end when the "Evacuate Winterhome" quest ends. At the end of the quest timer, the Generator fails for the final time, but you still have 2 more days till it explodes. So you have a little longer to gather the required resources to fully upgrade the Dreadnought.
- At the end of these 2 additional days, you have the option to buy 1 more day by sacrificing a Steam Core.
- The Faster Outpost Teams technology affects the speed of the shipments to the Dreadnought. As such, it can be researched to enable more frequent trips.
Finish the Fall of Winterhome scenario on Hard difficulty.
- Can only be completed on Hard difficulty. Extreme or Survivor difficulty—despite being more difficult—does not count.
Finish the Fall of Winterhome scenario in Survivor Mode.
Finish the Fall of Winterhome scenario.
The Last Autumn
This section contains achievements that can only be completed in The Last Autumn scenario.
Build the Generator in The Last Autumn scenario with only convicts and engineers left at the end.
- Security Outposts do not share the cooldown of the Roundup ability. Therefore, you can quickly convert your entire worker population into convicts by constructing and manning multiple Security Outposts and using the Roundup ability multiple times.
Build the Generator in The Last Autumn scenario with only workers left at the end.
- The Abolition of Privileges law enables employing engineers at deadly workplaces. Work accidents can either kill these engineers or leave them as amputees.
- Amputees can be sent home via the Medical Repatriation law.
- The final Labour Union law—Terror—executes one person each day, preferentially executing engineers.
Build the Generator in The Last Autumn scenario without anyone dying.
Build the Generator in The Last Autumn scenario.
Build the Generator in The Last Autumn scenario without pauses between construction of its parts longer than 24 hours.
Build the Generator in The Last Autumn scenario using no Coal consuming buildings.
Build the Generator in The Last Autumn scenario without setting up any Foragers' Camps.
Build the Generator in The Last Autumn scenario before the last shipment.
Build the Generator in The Last Autumn scenario on Hard difficulty.
- Can only be completed on Hard difficulty. Extreme or Survivor difficulty—despite being more difficult—does not count.
Find generator parts meant for Winterhome and keep them.
Use Telegraph Station 20 or more times.
Build the generator in The Last Autumn scenario using neither Two Shifts nor Extended Shifts.
- You are still required to sign one of the two laws.
Build the Generator in The Last Autumn scenario, employing people neither in Safe nor Deadly workplaces.
- Recommended to complete with Labour Union. The Factory Inspectorate requires a workplace to be staffed before bumping up the safety level. As such workers would momentarily be employed at a workplace with a lower safety level, thus potentially disqualifying this achievement.
- The toxic gas level changes at a random time between 6 am and noon (need confirmation). Listen carefully for a ticking/ratchet sound.
- Enable the autosave feature so that you can easily reload if you miss the toxic gas level change and mess up.
- Do not research the respective Safety Improvements technologies for the Profiles Manufacture, Machine Shop, and Foundry. Once the toxic gas danger ends, it may be impossible to lower the workplace safety level sufficiently.
Have 4 Advanced Docks and 12 Reloading Stations working at the same time.
Build a Generator with all upgrades and no construction faults.
- Instructions:
- The "no construction faults" refers to two events specifically.
- The first occurs whilst constructing the Tower Pumps:
The source is exposed!
Select any option other than "seal off the source."
Sir, there was a catastrophic accident in the lower levels! A cave in exposed the underground heat source, engulfing our people in deadly fumes.We can seal the source off to save them, although it will permanently reduce the power available to the generator. But if we leave it open, all our people underground will die.
- Seal off the source.
- Leave the source open.
- Send rescue with safety equipment.
- Use escape routes.
- Seal off the source.
- The second occurs whilst constructing The Core:
Fire in the Core!
Select any option other than "evacuate the workers."
Sound of explosion comes from the Generator, and then din of terrified voices: a fire broke out in the nearly finished Core!Many workers are trapped inside. We can evacuate them, but if the fire is allowed to spread unchecked, it will destroy the Core and forever cripple the generator.
- Evacuate the workers, crippling the generator.
- Cut off the air supply to put the fire out.
- Use the fire dampers to put the fire out
- Use emergency safety systems.
- Evacuate the workers, crippling the generator.
- The "no construction faults" refers to two events specifically.
- The extra Generator upgrades need only be researched via the Workshop. As such, you do not require a mass of workers to physically construct it.
Build the Generator in The Last Autumn scenario in Survivor Mode.
On The Edge
This section contains achievements that can only be completed in On The Edge scenario.
Build all safe routes.
- This is essentially a subset of the Frostland Explorer achievement, and as such should be completed alongside it.
Cut down all the trees in Outpost 11.
Develop all settlements to the highest level.
Complete all improvements in Shipwreck Camp.
Build a safe route.
Explore all Frostland sites in On The Edge scenario.
- The requirement includes the safe route locations, and to explore those locations, you need to construct the safe route. As such, this should be completed alongside the All Your Base Are Connect To Us achievement.
Complete all improvements in Hot Springs.
Complete all improvements in Children's Mine.
Always take the risky choice on Frostland in On The Edge scenario.
- This refers to risking your scouts at the Steel Bridge and Tesla City Frostland locations.
Finish On The Edge scenario on Hard difficulty.
- Can only be completed on Hard difficulty. Extreme or Survivor difficulty—despite being more difficult—does not count.
Finish On The Edge scenario in Survivor Mode.
Make all other settlements distrustful towards you.
- Only awarded upon completion of the scenario.
Make all other settlements loyal to you.
- Only awarded upon completion of the scenario.
Contact New London.
Let New London fall in On The Edge scenario.
Save New London in On The Edge scenario.
Rename Outpost 11 to you-know-what.
- When prompted, rename Outpost 11 to "New London."
Endless Mode
This section contains achievements that can only be completed in Endless Mode.
Build the Archives.
Stockpile 35 000 Coal and 10 000 Food Rations.
Survive 75 days without having automatons.
Make all other settlements distrustful towards you in Endless Mode.
- In the On The Edge scenario, you receive events prompting a choice between two infrastructure options for a settlement, where one option pleases the settlement and the other displeases the settlement. The selected option then appears as an upgrade in the settlement menu. However, in Endless Mode, you do not receive such events. Instead, both options appear as upgrades in the settlement menu with their corresponding pleasing and displeasing effects, and choosing one upgrade permanently removes the other. Therefore, please read the upgrade tooltip carefully!
Make all other settlements loyal to you in Endless Mode.
- In the On The Edge scenario, you receive events prompting a choice between two infrastructure options for a settlement, where one option pleases the settlement and the other displeases the settlement. The selected option then appears as an upgrade in the settlement menu. However, in Endless Mode, you do not receive such events. Instead, both options appear as upgrades in the settlement menu with their corresponding pleasing and displeasing effects, and choosing one upgrade permanently removes the other. Therefore, please read the upgrade tooltip carefully!
Have over 700 population.
- If your population exceeds 600 at the end of a storm cycle, you will not encounter Frostland locations with survivors.
- In Serenity Mode, you can encounter up to 190 survivors per storm cycle, resulting in a potential maximum population of 790.
- In Endurance Mode and The Builders Mode, you can only encounter up to 95 survivors per storm cycle, resulting in a potential maximum population of 695. The remaining 5 population can be made up by building automatons.
- Alternatively, settlements can be enabled, and you can request for workers from settlements. Shipwreck Camp offers 15 workers at high favour, whilst Hot Springs and Children's Mine offer 5 workers each at medium or high favour.
Have a Town Square of each size.
- Recommended to complete in either Endurance Mode or Serenity Mode, as these buildings are available immediately. However, in The Builders these buildings are only available after constructing the Generator.
Have an ally send Emergency Aid to another settlement.
- This requires a settlement to be Loyal to you, and can be easily done in conjunction with the Endless Social Activist achievement.
Build 10 Street Lamps.
- Recommended to complete in either Endurance Mode or Serenity Mode, as these buildings are available immediately. However, in The Builders these buildings are only available after constructing the Generator.
Fill the Archives.
- If you miss a Relic, the game should keep spawning new ones every storm cycle until you fill the Archives. However, it is bugged and this is not always the case. Therefore, try not to miss any of the Relics.
Explore all Frostland sites between the storms.
Have a Garden of each size.
- Recommended to complete in either Endurance Mode or Serenity Mode, as these buildings are available immediately. However, in The Builders these buildings are only available after constructing the Generator.
Endless Mode: Endurance
This section contains achievements that can only be completed in Endless Mode: Endurance.
Survive 50 days of Endurance mode on Extreme difficulty.
Survive 50 days of Endurance mode on Hard or higher difficulty.
Survive 50 days of Endurance mode on Medium or higher difficulty.
Survive 100 days of Endurance mode on Extreme difficulty.
Survive 100 days of Endurance mode on Hard or higher difficulty.
Survive 100 days of Endurance mode on Medium or higher difficulty.
Endless Mode: The Builders
This section contains achievements that can only be completed in Endless Mode: The Builders.
Build a Generator with all construction faults in Endless Mode.
- Unlike in The Last Autumn scenario, there are no events regarding construction faults.
- Instead, simply activate the Rush Construction ability when you begin building each component of the Generator.
- Activating the Rush Construction ability will push the efficiency well above 200%, and as such will complete the Hyperefficient achievement as well.
Build the Generator and reach day 100 in Endless Mode.
Build the Generator with no damage from storms in Endless Mode.
- If a storm hits while a component of the Generator is being constructed, the progress bar resets to 0%. This is what is referred to by "damage from storms."
Build the Generator before the weather changes in Endless Mode.
- The weather changes on Day 50.
- Prior to this, the weather is quite tame and there is no need for a Generator. As such, it is recommended to focus on building your economy first. This will enable you to focus solely on the Generator between Day 35 and Day 50.
Endless Mode: Serenity
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