Perfect City Management on Extreme Difficulty
Introduction
The planning and layout was tested to work well in Endless Endurance, Winterhome, and New Home on Extreme difficulty. The sections guarantee max production, content populace, and no amputations/deaths!
City Planning
The first four rings are reserved for homes that are mixed in with other boosting buildings.
Other Types of Buildings by Ring
6+. Medical Care, Resource Depots, Purpose Buildings (Temple), and Energy (Coal Mine).
How to Place Guard Towers
1. Build the first tower that barely covers the home on the first ring next to the stockpile. Before placing the next tower, build a Fighting Arena and 2 Homes in-between. Repeat the pattern until completing the full ring.
Maximizing Space Use: Basics
Maximizing Space Use: 5th Ring
Maximizing Space Use: Steelworks
Maximizing Space Use: Resource Depot
The latter is too bulky and cumbersome to be squeezed in further. Such building also requires research that waste both resources and time.
Optimal Production
The three best rules to maximize work efficiency are:
1. Partially staff Medical Post or Infirmary during daytime.- Separate the Sick from the Healthy!
Those who are being treated will not work anyways and need to be removed through dismissal. If available, the Healthy can take over by restaffing.
- Pause construction before work shift starts unless they are needed immediately!
Note: Work Efficiency will not always be at 100% because of building, eating, or being treated.
Hunting Does Not Need Everyone
Use Gathering Posts Wisely
Best Coal Production
The Foreman and Agitator significantly boosts work efficiency to 160%!
Note: They are still very useful in the late game, especially New Home when Mines fail.
Eating is a Waste of Time
The Only Safe Food Law
Elite Healthcare
Common Mistakes (Do Not Do List)
- Reject All Heating Homes & Regular Work Shift quests!
These quests waste coal and denies extra production when the starting days mean everything. Faith Keepers and Guards can remove discontent penalty when rejecting the regular work shift quest. Hope is only a problem for deaths (none in this guide).
- Never use the Gravely Ill as Scouts!
There is a time limit to treat them after being disbanded. If they are too ill, they need to remain as permanent scouts.
- Avoid wasting coal!
The overdrive feature can save coal when more generator power is needed instead of using more coal. Just keep an eye out to not overdo it beyond 95% stress.
- Keep everyone healthy!
People are less likely to get sick if their homes are at least in Liveable conditions before sleeping hours (23:59). The generator takes about 3/4 of a hour to heat up one level and overdrive can be turned on when needed.
Note: Hunters need sleep during the day and need their homes heated.
Scouting: Useful Information
The existence of storms depend on the scenario and complicates scouting by killing all in its path. Careful planning is needed to create scouting paths and when to recall them back home. Their purpose is to gain more Survivors for population growth and Steam Cores for late-tier infrastructure.
If storms are encountered, basic Scouts cannot outrun them. The Storm can travel from all sides instead of just from the North. An exact calculation is needed by creating a save first then fast-forwarding to determine if they can come back home safely.
Note: Please refer to the Wiki website to know the rewards for each scouting location.
Scouting: Optimal Use
Scouting: Saving Time
Survivors can be sent home alone first before Scouts rejoin them later.
Pacify Revolts
The key to perfection is to not trigger the Final Warning (revolt) event when discontent or hope (deaths only) is at its brink. The early game demands non-stop research and production for city survival. The caveats of using Emergency Shifts and Foreman are in the hidden cost of additional discontent and food.
A revolt is most likely to occur from high discontent and cannot occur twice on the same day. The max limit is roughly 120% before discontent becomes unmanageable. Immediate reductions are done through removing extended work hours and heating cold homes. Purpose abilities can further reduce below 100% but need to be timed right.
Note: Another Emergency Shift can be activated after resolving the revolt on the same day!
Emergency Shift
Only Workshops need 24/7 operation to expedite important research in the early stages of the game. The Emergency Shift should be used on at least one workshop every night and use together with the Foreman ability to fully use the 24-hr efficiency boost duration.
No one else has figured out the trick to do 24/7 work without interruptions and deaths.
A few hours after activation, there will be a notification that an employee has overworked to death. The solution is: Load an earlier save and remove all the staff before the recorded time of death. Work can be safely resumed after at least half a hour has passed.
Note: Multiple saves make such task easier and limit to 2 Emergency Shifts at a time.
Automatons: Other Emergency Shift
In certain scenarios, population will grow so much that unemployment becomes untenable. Automatons will further exacerbate the problem and must only match the number of essential workplaces.
Adaptation & Purpose (Order) Laws
The early laws focus on maximizing production and reducing discontent for more Emergency Shifts. The Order strongly boosts production and works well for the long run. New Faith is meant for scenarios that have major Hope problems.
- Emergency Shift
- Extended Work Hours
- Child Safe Job (Don't need All Jobs)
- Neighborhood Watch
- Guard Towers
- Sustain Life (Buys more time for Infirmary)
- Morning Gathering
- Foreman (24 Hour Efficiency Boost)
- Extra Ration for Ill (Massive Healing Boost)
- Fighting Arena
- Patrol
- Public House
- Corpse Disposal (Unused)
- Organ Transplants (Faster Healing)
- Propaganda (Unemployed or dismantled to avoid scripted death)
- Agitator (Further Efficiency Boost)
- Moonshine
- House of Pleasure
Maximize Workshop Use
Most scenarios need only 2-3 Workshops that completes ~1.5-1.7 projects per day with rotating Emergency Shifts.
Later on, work efficiency boosters can be added like the Foreman and Agitator to increase the rate to 3 projects per day!
Note: More Workshops can be added if there are more engineers but research bonus drops to a mere 10% per building.
Essential Research
- Sawmill
- Beacon
- Drawing Board (Tier 1)
- Hothouse
- Heaters
- Drafting Machines (Tier 2)
- More Scouts
- Lighter Scout Sled
- Steelworks
- Steam Steelworks
- Med Post Upgrade
- Infirmary
- Mech Calculators (Tier 3)
- Bunkhouse
- Coal Thumper
- Hunter Gear
- Hunter Hangar
- Improved Heaters
- Steam Coal Thumper
- House
- Faster Gathering
- Gathering Post Insulation
- Efficient Gathering
- Generator Power Upgrade
- Steam Hub
- Generator Range Upgrade
- Generator Power Upgrade II
- Steam Hub Range
- Difference Engine (Tier 4)
- Additional Scouts
- Automatic Prototyping (Tier 5)
- Boosted Scout
- Flying Hunter Gear
- Generator Power Upgrade III
- Hunting Tactics
- Coal Thumper Injectors
- House Insulation
- Advanced Heaters
- Infirmary Checklists
- Resource Depot Upgrade
- Overdrive Couplings
- Generator Safety Bypass
- Coal Mining
- Steam Coal Mine
- Advanced Coal Mine
- Generator Range Upgrade II
- Wall Drill
- Steam Wall Drill
- Generator Range Upgrade III
- Charcoal Kiln
- Advanced Wall Drill
- Charcoal Kiln Thermostat
- Charcoal Kiln Bellows
Epilogue
The survival mode of the city ends once storage can no longer keep up with production. Full attention can now focus on completing scenario's objectives.
Timeline will vary with each scenario due to different hardships. The estimated time for Extreme Endurance was about 3.5 weeks.
The most valuable advice is to be constantly vigilant with city management. Any careless mistake on extreme difficulty can permanently spiral into a complete disarray!
How can I contribute to help?
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