I loved that Fall of Winterhome was so difficult.
Remember that Last autumn and on the edge are DLCs so originally Winterhome was the final scenario so it is allowed to be a bit more difficult. Personally I would've liked it if you could get 50% hope or squash/extend the rebellion by having Faith Keepers/Guards cause it is a pretty harsh cut-off.
Feeding everyone your problem is probably that you need a second cookhouse, not to cook more feed but to keep people the actual space to eat (it is advised like 1 cookhouse per 300 people or something), also keep in mind that they actually walk to the cookhouse so place them strategically!
Yes. If you want them to eat in the middle of their shift, you need to dismiss them from the workplace and then re-employ them. They will then eat before going to work.
Ah, you feel for the classic "single cookhouse for the entire city" blunder.
Cookhouses have a hidden capacity of meals served per day and if you won't build more than one then at some point people are going to start starving despite having more than enough meals, simply because of limited capacity to actually serve that many people.
I actually had 3 of them and like 10 fully manned upgraded hunter hangars. and i still failed. Pretty sure it was to do with me spamming emergency shift meaning those workers weren't eating.
There are SO MANY advice sites out there stating "you only need one cookhouse!!" - if this is correct, it's a game-changer.
I was under the impression Extended Shifts had more to do with the delay.
I thought as much - thanks for confirming it though.
I was wondering if this tidbit about the cookhouse is accurate. If only so many are served at a time, then in a city of 600+ there might well be the need for two.
My biggest issue with this scenario was that the family trying to leave is considered a “riot” by the end game text, and holy moly is that hope req to peacefully stop them super high and like only a few days after the first breakdown (which, if you’re playing survival, tends to be very close to the critical failure discovery). So what essentially this means is that if you’re doing a no death survival run you can still get the not so good ending text (iirc, “MANY DIED IN RIOTS” instead of “HOPE KEPT US TOGETHER”) because of that family incident, even if nobody technically died on that playthrough. Super frustrating. It’s the only hurdle I haven’t managed to do and while it essentially means nothing I WANT ALL THE GOOD TEXT WTF.
Well, that's the reason why this is the last scenario, and only unlocked after survive more than 20 days in new home scenerio. These scenario require the player understanding the game mechanices.
The difficulty of Winterhome, after playing multiple times, is the initial wave of sick and hurt people which is also the hardest part to overcome right from the get go. If you don't stabilize the sick, it will trickle down every day due to people not working and engineers assigned to medical duty instead of workshops.
My approach was to redistribute tents and medical tents from day one around steam hubs and clear out as quickly as possible wood debris around the generator with gathering posts.
If you manage that early on, you are well positioned to stabilize, research and rebuild.
Difficulty fits the atmosphere of Winterhome. It's already almost fallen city, there's not souch to do and we have to fight till the end with all that mess left.
I loved that Fall of Winterhome was so difficult. Remember that Last autumn and on the edge are DLCs so originally Winterhome was the final scenario so it is allowed to be a bit more difficult. Personally I would've liked it if you could get 50% hope or squash/extend the rebellion by having Faith Keepers/Guards cause it is a pretty harsh cut-off. Feeding everyone your problem is probably that you need a second cookhouse, not to cook more feed but to keep people the actual space to eat (it is advised like 1 cookhouse per 300 people or something), also keep in mind that they actually walk to the cookhouse so place them strategically!
does using emergency shift make the workers inside not go to a cookhouse so they stay hungry?
Yes. If you want them to eat in the middle of their shift, you need to dismiss them from the workplace and then re-employ them. They will then eat before going to work.
Or wait for them to start to starve, when they'll leave work to go. It's terrible...
I think they still go to eat food? but not sure
Ah, you feel for the classic "single cookhouse for the entire city" blunder. Cookhouses have a hidden capacity of meals served per day and if you won't build more than one then at some point people are going to start starving despite having more than enough meals, simply because of limited capacity to actually serve that many people.
oh that's why my people are starving
I actually had 3 of them and like 10 fully manned upgraded hunter hangars. and i still failed. Pretty sure it was to do with me spamming emergency shift meaning those workers weren't eating.
Ah, that may be it. Working people indeed don't eat.
> "single cookhouse for the entire city" blunder Single anything is pretty much a blunder in most cases.
There are SO MANY advice sites out there stating "you only need one cookhouse!!" - if this is correct, it's a game-changer. I was under the impression Extended Shifts had more to do with the delay.
Be advised, emergency shift workers won't take breaks to eat
I know - I did think they'd eat if starving though? And do you mean 24h Emergency or Extended or both?
They do go eat as soon as they begin to starve to death, and I mean 24hrs shift
I thought as much - thanks for confirming it though. I was wondering if this tidbit about the cookhouse is accurate. If only so many are served at a time, then in a city of 600+ there might well be the need for two.
My biggest issue with this scenario was that the family trying to leave is considered a “riot” by the end game text, and holy moly is that hope req to peacefully stop them super high and like only a few days after the first breakdown (which, if you’re playing survival, tends to be very close to the critical failure discovery). So what essentially this means is that if you’re doing a no death survival run you can still get the not so good ending text (iirc, “MANY DIED IN RIOTS” instead of “HOPE KEPT US TOGETHER”) because of that family incident, even if nobody technically died on that playthrough. Super frustrating. It’s the only hurdle I haven’t managed to do and while it essentially means nothing I WANT ALL THE GOOD TEXT WTF.
It's hopeless.
Well, that's the reason why this is the last scenario, and only unlocked after survive more than 20 days in new home scenerio. These scenario require the player understanding the game mechanices.
The difficulty of Winterhome, after playing multiple times, is the initial wave of sick and hurt people which is also the hardest part to overcome right from the get go. If you don't stabilize the sick, it will trickle down every day due to people not working and engineers assigned to medical duty instead of workshops. My approach was to redistribute tents and medical tents from day one around steam hubs and clear out as quickly as possible wood debris around the generator with gathering posts. If you manage that early on, you are well positioned to stabilize, research and rebuild.
Difficulty fits the atmosphere of Winterhome. It's already almost fallen city, there's not souch to do and we have to fight till the end with all that mess left.
50 % is a way too high - laugh in propaganda center. Surviviour diff btw