Counterargument: I always sign the Soup law cause I know that when I later get the Moonshine law it has the effect to permanently remove the discontent effect that soup law gives.
i always sign sawdust because i have +20% rations and no discontent loss from eating it, only when signing it, moonshine is crap because everyone gets drunk
this is funny but also true. in reality, 80% of children stated that they would rather work in factories instead of going to school when child labor was abolished.
Child labor safe jobs is critical for the 100 days Faith Endurance extreme run because you need them working in Houses of Healing while you build up your steam core buildings going into automatons
@@Logistical oh no extreme endurance can just kill you with bad RNG, but having kids working means that you can use Faith more effectively as adults can do jobs and research if you power though to HoHs and try to keep people alive though the first three storms
For me additive food is GREAT, especially in extreme, use crowded med fac to counter the sicks, but perhaps some people aren't heartless enough to use it, so i understand 😅
I don't like it becuase moonshine counteracts soup and makes it just better IMO. Also, medical death spiral is generally the #1 cause of losing games for me, so more sick people is the absolute worst tradeoff in my book.
Just adding a few things,moonshine does have events tied to it! Mainly in a new home there is an uprise of events surrounding drunk people doing drunk people stuff,and also,sustain life works in care houses! If you have enough you can keep the gravely ill going until you get an infirmary.
I think medic apprentices are slightly better than engineers, when playing on lower difficulties or endless, you'll quickly research everything available, making workshops completely useless, however sickness is always there, you constantly need medical facilities to be operational.
I agree in general with your take on the child laws however on extreme difficulty in some scenarios you don't have a choice but to sign children safe jobs if you want to survive. Endless mode on extreme in particular I cant even imagine surviving without child workers, you just don't have enough people to maintain the coal income for the first storm without them. Then go for the faith route house of healing so there doing something useful in the late game. Children all jobs is indeed trash, actively makes things harder for you as you have to manually remember what is and isn't safe or risk getting kids jammed in the machinery. if your desperate enough to sign it your probably better off restarting. That first free 24 hour shift used correctly is crucial to getting the golden no deaths ending without crossing the line in most scenarios gotta love it. Extended shift is honestly SS tier the only time its not an auto pick is The Last Autumn since that has the even better 2 shifts law. Sustain life vs Radical treatment is basically you making a bet with the game that you can get an infirmary up before getting a cripplingly large number of gravely ill, So less then 20 basically. the advantage of not needing to build Prosthetics is nice but you have to be really good at the game to risk it and most people just well...aren't. Meanwhile the punishment for radical treatments is a small amount of Steel and having to have both the factory and infirmary set up to truly solve your Medical problems, not a huge loss in any of the scenarios other then The Last Autumn where you desperately want to avoid ordering any more prosthetics then you absolutely have too. Overcrowding vs Extra rations is basically always overcrowding. However I will note extra rations is amazing in a super heavily invested medical build where you stack organ transplant + medical apprentice + infirmary checklist + Shrine/Agitator and then add Extra rations on top of all of those its incredibly good as it stacks multiplicatively allowing you to heal the ill insanely quickly. Its like 2 hours for the ill and 4 for the gravely ill. Soup is always better then Sawdust IMO. Ive never had discontent tip over the edge because of soup, even if I had soup on all game on the highest difficulty as long as you have good city planning for the fighting arenas and moonshine. Mean while sawdust is making people sick all game. In the early game I need everyone working as much as possible and cant afford even a small number taking unneeded time off and If your in the end game and still using it with 600+ people then sawdust is making almost 2 infirmaries or one overcrowded infirmaries worth of sick people twice a day! no absolutely not, a little bit of easily removed discontent please. Fun fact on alternative food source in my first Playthrough of The last Autumn having not known of the frost I ran out of food and with my people starving around the perfect but sadly inedible generator, I had the event to get alternative food source pop up...before anyone had actually _died_ of there starvation. I hit the button just to see what it would do with 0 bodies and apparently the answer is immediately put your raw food stores to full. I could see my people immediately eating the raw food as it continued filling up to max until they were all fed. I'm guessing it reads 0 bodies as infinite bodies. So I technically did a perfect run of The last Autumn Hard difficulty blind through the power of glitches and imaginary cannibalism.
Thank you for the epic comment! Sorry its taken a while to reply, there is a lot to respond to! I think a few people have said on extreme, child workers are needed to get the coal necessary for the generator. Will maybe try this next time I do extreme difficulty! Extented shift is the GOAT! I did use it on TLA too, but i think lowering danger rating would be better with short shifts? Yeah, I go radical treatment everytime, so we can get some people back to work. I dont think making prothetics is too bad. Overcrowding chnaged the game for me, I alwasys felt bad about it so never signed the law. But when I did, it made things 10x easier. I think if you need a lot of food for some scenarios, having that 1 extra per raw food on additives could make a difference. But yeah, for me soup or nothing. Oh wow, how funny! It must have a bug like you said! Decent to get to altenrative food without anyone dying to be fair!
@@Logistical No problem, It is a long comment as all of mine tend to be. The curse of being raised by a university level English teacher I'm afraid. To be fair it "may" be possible to do extreme without child labour but I just cant think of a way to do so. I was literally pulling people from the workshops, sawmills and steel mills to get them collecting enough Coal. Well yes short shifts are better on the generator construction (at least until you get rid of the gas). But mostly its just that the 2 shifts law is better in every way after you get 2 shifts upgrade "work shift coordination" to half the extras workers needed. Assuming a standard 10 worker workplace like the sawmill for example. 2 shifts with its upgrade is (10 out of 15 workers(66%efficiency) x 24hours =)158% work in a work day which is better then extended shifts (10 out of 10 workers(100% efficiency) x 14 hours =)140 % work in a work day. So with the exact same number of workers 2 shifts gets 18% more work done. Then if you do actually ADD workers to the double shift you get 100% efficiency 24 hours a day for 240% work in a day. So the reason extended shift isn't an auto pick is because 2 shifts is MORE of an auto pick because it does everything extended shift does but better. Its actually poorly balanced all things considered since this is the only example I can think of where there is NO advantage to picking one of the options in any circumstance. Agreed Same for me Agreed It was hilarious. Of course I beat the scenario again legitimately later but it was hysterical at the time for the game to call me out for cannibalism only to then praise my benevolent leadership.
Thanks for making this, it was a ton of fun! For me, I prefer Radical Treatment to Sustain Life, even if it takes longer to treat the gravely ill. At the start of the game, I don't want to feel forced to rush an infirmary, I want to research it whenever I'm actually ready. And since usually you don't get too many Gravely Ill at the start, I almost never get amputees anyway (maybe like, one). I eventually have the option to make infirmaries so that Radical Treatment is irrelevant, and prosthesis in case I have any amputees, but the most important factor here is time since I can do all of this on my own time, whereas sustain life will keep the sick untreated for a good while. Also, while I almost always use overcrowding because even if discontent is high, I just make extra health buildings (overcrowding never activates unless absolutely necessary) and the discontent disappears right away, extra rations is still very good imo in the runs where I decide not to overcrowd for one reason or another. Finally, I usually never feel the sickness effect of food additives, and it's 1.5× the food so it's really good mostly. Soup is only 1.25× and discontent is harder to counteract than having a few extra sick imo, but it's still an okay law if I know that I just can't afford extra sick people at all.
Thanks for watching! Glad you emjoyed the video! i never use extra rations, but I do want to try it out to be fair, I always go radical treatment and then overcrowding lol
In that case you could just go for the care house. It doesn't just house amputees, it also takes gravely ill people out of your medical posts if you go Sustain Life.
1:50 - It's actually the opposite, the first time you use it it's scripted to kill one person, but i've never had it kil anyone beyond that. The worst cost is therefore the first time and following is whne you should use it.
Second emergency shift kills one (if they're not working on resource pile) other ones trigger events like People refuse to work, extra rations for emergency workers, the one that asks you to not use the ability for 3 days.
@@Logistical You probably use emergency shifts on resource piles first. That's the exception - it's the only job that won't give you the overtime death event, which is a literal lifesaver at the start of an extreme run, since it allows you to focus on more important laws before having to sign Cemetery/Disposal
with house of pleasures it's implied, that workers are not voluntary, so that makes me avoid it in general. i actually avoid pubs too, because that reacquires building additional building and assigning workers to it. Usually at the point I have spare workers, I don't need boost provided by it. I also like sustain life branch with care houses, because it increases hope and allows later to recover all gravely ill with improved medical facilities and prosthetics, while simultaneously allowing to manage strain on medical system in case of "you goo 100 ill refugees on you doorstep" events.
oh i had no idea that the workers were no voluntary, thats actually awful... i'm going to try sustain life in my next new home run just to try it out actually
So I have counter-arguments for 3 laws: Safe Child Labor, Sustain Life and Extra Rations for the Ill. Safe Child Labor does lose steam after you get enough regular workers but the early game is always where the game is most stressful. Especially in scenerios with their time constrains, extra gathering is a gamechanger and only takes 18hrs to get a new law. A-tier for me. Preserve Life is crap on it's own, and you *need* to rush Infirmaries, or Houses of Healing. However, its primary value is in keeping the gravely ill out of your Medical Tents. With Radical Treatment, it takes a whoping 2 days at 100% efficiency to heal someone. That is 2 days of them doing nothing while also preventing the treatment of 2 normally ill people, with the added risk of an amputee for your trouble. That is why I never take Radical Treatment as you want Gravely Ill to be treated quickly and safely and not in your tents. I'd say it's C-tier, terrible alone but the alternative is something you really should be avoiding if you can help it. Lastly, Extra Rations vs Overcrowding. Now I am clearly in the minority on this but I never take overcrowding. That discontent spike hurts and prevents more abusing of Extended/24hr shifts. Plus, getting sick workers pushed through any Infirmary/House of Healing ASAP puts them back to work faster. Overcrowding is great for doubling the capacity but even better would be to get the ones currently being treated booted out the door sooner to allow new people in, all without any disconent hit. My hot take score is B-Tier, since you do actually need a food surplus to make it work. Still that is just my opinion. Great tier list and am with you on most everything else!
Yes, i think in extreme mode, child labour is needed for the early game and to give you any chance of surviving Oh nice, I should try sustain life more i reckon, didnt think of the benefits to be honest! I always go for radical treatment! Yeah, i would agree gettng people healed up faster is much better, however I like having the saftey of capacity as if someone is in a medical they cant die. I guess both ways work if you play it correctly! Thanks for the comment, glad you enjoyed it!
Yeah there are no wrong ways to play and doing things sub-optimally can actually be more fun! I feel like Radical Treatment is actually a trap for most people but it leads to a lot of fun games and spectacular failures.
You can use the 24 hour shifts for workers directly on the resources and they won't die no matter how many times you do it. If they're in gathering posts or other buildings though they will die.
Child labor safe jobs is the best law. The children can work in the farms and the gathering posts (food and coal) which means your adult can do everything else.
You're sleeping on Child Labor. Aside from what the other guy said about putting them in houses of healing, your coal economy runs on gathering posts and coal thumpers in the early and mid game, since decent coal mines require T3 research and 2 steam cores each. Kids are perfect for filling this massive manpower sink and allowing your other workers to focus on gathering wood, steel, and food. The apprentice laws, on the other hand, mean that about a sixth of your city's population does nothing except boost engineer buildings by 20% for a standard workday
There is a few things I do not agree with here. When it comes to Radical Treatment / Sustain Life, we have to remember that this ONLY affects Medical Posts. It does NOT affect the Infirmary. The reason for this is because when it comes to gravely ill the Infirmary actually cures that by default. This means that Radical Treatment and Sustain Life doesn't matter as long as you have enough Infirmaries. So you only pick these options if your early game before you can get an Infirmary is going poorly. They are obsolete once you have an Infirmary. So Radical Treatment is not that good. You can easily get an Infirmary within a few days. Extra Rations / Overcrowding. The issue here is that it makes the assumption you will have an extreme amount of sick people. Yes. Having 20 spaces in an Infirmary is great an all. But when do you actually need this? If you get houses early on (I get them around day 13-14 in a New Home on normal), you will basically have no sick people until act 3. So if you can get around in act 1 until you have houses. You should be set. In act 3 when the storm comes. You can simply just demolish your wall drills, all food sources and coal mines. That should be at minimum 15 cores that allow you to build 15 Infirmaries. So treatment locations shouldn't be an issue. So why have overcrowding? Also remember that Extra Rations give a +50% bonus. So if you think of it as 5 more spots as you cure people 50% faster, a single Infirmary is 15 instead of 20. However this bonus also stacks. Add Organ Transplants, Medic Apprentices, Shrines/Agitator and you have +15% +50% +20% +20% +20% = 225%. So in effect you have 22,5 spots to heal people in. The difference is that unlike covercrowding, you will have people actually being effective and working faster. Overcrowding might be a little more effective, but it also comes at a discontent cost. With Rations, you can heal almost as much, but without the cost.
My rankings: Child Labor: safe jobs: Comes in clutch in harder runs where you have bad luck with survivors in the frostland, they cover the massive labour cost of stean coal thumpers pretty 1:1 a lot of the time. Their negative events are never really an issue. But they are semi situational. Solid upper B tier. Child Labour: All Jobs I have never used this one beyond Winterhome, which fits, as it's the only scenario where it might be useful. Maybe on the edge? Also the fact they might die, makes them unstable. Only useful, situationally, in one stage during Fall of Winterhome. D Tier Emergency Shift and Extended Shift: Necessary Tier. Always sign these. Cemetery and it's line: Never signed this beyond it's equivalent in The Last Autumn, where it is actually useful. (And On the Edge) D Tier. Snow Pit: Organ Transplants and fertilizer are too good to miss. Low S tier. Sustain Life: never used this personally, cannot give my opinion. Radical Treatment: A tier. Not alot to say here. Overcrowding: S tier. It just is a 2x upgrade for all medical posts for absolutely free. Rations: again, never used. Triage: situational B tier. When it's useful it's an actual run saver, and it's good in Builders mode. Care Houses: you sign this to get Prosthetics. C tier. Prosthetics: A tier. It's just nice to have. Soup: A tier. Allows you to delay building a food source by a little while, and great for stockpiling food in A New Home for the storm, and The last Autumn for the icebreaker stage. I always sign this personally. Sawdust: never have used.
safe jobs are great, in extreme lvl every hand is usefull and you dont need to build anything. They work in hothouses and in gathering and in church hospitals. all jobs is not good because you waste time in early and middle game to sign it. Emergency shifts are great, they do rise discontent and you will get 1 dead even in first time but after that its very rare, later you will use extra rations to use it. super usefull in extreme to progress research because its double time compaired to normal lvl. Sawdust food is better than soups, people dont complain at all and i dont think it is making anyone sick, maybe IRL but not in the game. Also you get 6 rations instead of 5, its +20% Payed sex law is great, moonshine is crap and trap because it raises discontent finally with all the drunk making trouble Arena is great, i build 4 to cover all houses and it doent need heat, all freeze but all are not getting sick. I havent found the last law, to cook humans for food, i believe they removed it and its an option if your people starve they ask it themselves i think but its common sense IRL
Nice analysis! I agree with safe jobs now to be fair, after playing extreme all hand on deck are needed. The last law is still in the game, just have to hit certain level of hunger and it choose the correct options for it too appear
Counterargument: I always sign the Soup law cause I know that when I later get the Moonshine law it has the effect to permanently remove the discontent effect that soup law gives.
Oh good shout! I always forget moonshine does that!
i always sign sawdust because i have +20% rations and no discontent loss from eating it, only when signing it, moonshine is crap because everyone gets drunk
But I heard children yearn for the mines 😢
Poor kids, they don’t know anything else 😭
this is funny but also true. in reality, 80% of children stated that they would rather work in factories instead of going to school when child labor was abolished.
@@Jimothy-723 Thats my boy 👴🏻🇬🇧
Child labor safe jobs is critical for the 100 days Faith Endurance extreme run because you need them working in Houses of Healing while you build up your steam core buildings going into automatons
oh yeah thats a good shout actually. Every extreme endurance run I have done has ended in disaster, could give this a go next time.
@@Logistical oh no extreme endurance can just kill you with bad RNG, but having kids working means that you can use Faith more effectively as adults can do jobs and research if you power though to HoHs and try to keep people alive though the first three storms
@@DCPTF2 oh I see!! Yeah I remember giving up because of the RNG, just never seemed to get an event I could survive 😭
Extreme NEEDS the automatons, is not even optional@@Logistical
yeah, defo. tesla city... automatons
For me additive food is GREAT, especially in extreme, use crowded med fac to counter the sicks, but perhaps some people aren't heartless enough to use it, so i understand 😅
I how tall never use it, but I might actually give it a go next time! Planning on Fall of Winterhome next so it might be useful 😂
more sick means less engineers on research.
I don't like it becuase moonshine counteracts soup and makes it just better IMO. Also, medical death spiral is generally the #1 cause of losing games for me, so more sick people is the absolute worst tradeoff in my book.
Just adding a few things,moonshine does have events tied to it! Mainly in a new home there is an uprise of events surrounding drunk people doing drunk people stuff,and also,sustain life works in care houses! If you have enough you can keep the gravely ill going until you get an infirmary.
Oh nice one! I did not know this! Thanks for the tips!
I think medic apprentices are slightly better than engineers, when playing on lower difficulties or endless, you'll quickly research everything available, making workshops completely useless, however sickness is always there, you constantly need medical facilities to be operational.
Yeah I agree! You will eventually have no need for workshops
Excellent point. I finished researching everything and didn't think about people still being sick. Good call.
I agree in general with your take on the child laws however on extreme difficulty in some scenarios you don't have a choice but to sign children safe jobs if you want to survive. Endless mode on extreme in particular I cant even imagine surviving without child workers, you just don't have enough people to maintain the coal income for the first storm without them. Then go for the faith route house of healing so there doing something useful in the late game.
Children all jobs is indeed trash, actively makes things harder for you as you have to manually remember what is and isn't safe or risk getting kids jammed in the machinery. if your desperate enough to sign it your probably better off restarting.
That first free 24 hour shift used correctly is crucial to getting the golden no deaths ending without crossing the line in most scenarios gotta love it.
Extended shift is honestly SS tier the only time its not an auto pick is The Last Autumn since that has the even better 2 shifts law.
Sustain life vs Radical treatment is basically you making a bet with the game that you can get an infirmary up before getting a cripplingly large number of gravely ill, So less then 20 basically. the advantage of not needing to build Prosthetics is nice but you have to be really good at the game to risk it and most people just well...aren't. Meanwhile the punishment for radical treatments is a small amount of Steel and having to have both the factory and infirmary set up to truly solve your Medical problems, not a huge loss in any of the scenarios other then The Last Autumn where you desperately want to avoid ordering any more prosthetics then you absolutely have too.
Overcrowding vs Extra rations is basically always overcrowding. However I will note extra rations is amazing in a super heavily invested medical build where you stack organ transplant + medical apprentice + infirmary checklist + Shrine/Agitator and then add Extra rations on top of all of those its incredibly good as it stacks multiplicatively allowing you to heal the ill insanely quickly. Its like 2 hours for the ill and 4 for the gravely ill.
Soup is always better then Sawdust IMO. Ive never had discontent tip over the edge because of soup, even if I had soup on all game on the highest difficulty as long as you have good city planning for the fighting arenas and moonshine. Mean while sawdust is making people sick all game. In the early game I need everyone working as much as possible and cant afford even a small number taking unneeded time off and If your in the end game and still using it with 600+ people then sawdust is making almost 2 infirmaries or one overcrowded infirmaries worth of sick people twice a day! no absolutely not, a little bit of easily removed discontent please.
Fun fact on alternative food source in my first Playthrough of The last Autumn having not known of the frost I ran out of food and with my people starving around the perfect but sadly inedible generator, I had the event to get alternative food source pop up...before anyone had actually _died_ of there starvation. I hit the button just to see what it would do with 0 bodies and apparently the answer is immediately put your raw food stores to full. I could see my people immediately eating the raw food as it continued filling up to max until they were all fed. I'm guessing it reads 0 bodies as infinite bodies. So I technically did a perfect run of The last Autumn Hard difficulty blind through the power of glitches and imaginary cannibalism.
Thank you for the epic comment! Sorry its taken a while to reply, there is a lot to respond to!
I think a few people have said on extreme, child workers are needed to get the coal necessary for the generator. Will maybe try this next time I do extreme difficulty!
Extented shift is the GOAT! I did use it on TLA too, but i think lowering danger rating would be better with short shifts?
Yeah, I go radical treatment everytime, so we can get some people back to work. I dont think making prothetics is too bad.
Overcrowding chnaged the game for me, I alwasys felt bad about it so never signed the law. But when I did, it made things 10x easier.
I think if you need a lot of food for some scenarios, having that 1 extra per raw food on additives could make a difference. But yeah, for me soup or nothing.
Oh wow, how funny! It must have a bug like you said! Decent to get to altenrative food without anyone dying to be fair!
@@Logistical No problem, It is a long comment as all of mine tend to be. The curse of being raised by a university level English teacher I'm afraid.
To be fair it "may" be possible to do extreme without child labour but I just cant think of a way to do so. I was literally pulling people from the workshops, sawmills and steel mills to get them collecting enough Coal.
Well yes short shifts are better on the generator construction (at least until you get rid of the gas). But mostly its just that the 2 shifts law is better in every way after you get 2 shifts upgrade "work shift coordination" to half the extras workers needed.
Assuming a standard 10 worker workplace like the sawmill for example. 2 shifts with its upgrade is (10 out of 15 workers(66%efficiency) x 24hours =)158% work in a work day which is better then extended shifts (10 out of 10 workers(100% efficiency) x 14 hours =)140 % work in a work day. So with the exact same number of workers 2 shifts gets 18% more work done. Then if you do actually ADD workers to the double shift you get 100% efficiency 24 hours a day for 240% work in a day.
So the reason extended shift isn't an auto pick is because 2 shifts is MORE of an auto pick because it does everything extended shift does but better. Its actually poorly balanced all things considered since this is the only example I can think of where there is NO advantage to picking one of the options in any circumstance.
Agreed
Same for me
Agreed
It was hilarious. Of course I beat the scenario again legitimately later but it was hysterical at the time for the game to call me out for cannibalism only to then praise my benevolent leadership.
@@AnimesguardianangelTHERE IS NO RESTARTING IN FROST PUNK!
@johndoe...... ahhhhh what?
no restarting!!
Thanks for making this, it was a ton of fun! For me, I prefer Radical Treatment to Sustain Life, even if it takes longer to treat the gravely ill. At the start of the game, I don't want to feel forced to rush an infirmary, I want to research it whenever I'm actually ready. And since usually you don't get too many Gravely Ill at the start, I almost never get amputees anyway (maybe like, one). I eventually have the option to make infirmaries so that Radical Treatment is irrelevant, and prosthesis in case I have any amputees, but the most important factor here is time since I can do all of this on my own time, whereas sustain life will keep the sick untreated for a good while. Also, while I almost always use overcrowding because even if discontent is high, I just make extra health buildings (overcrowding never activates unless absolutely necessary) and the discontent disappears right away, extra rations is still very good imo in the runs where I decide not to overcrowd for one reason or another.
Finally, I usually never feel the sickness effect of food additives, and it's 1.5× the food so it's really good mostly. Soup is only 1.25× and discontent is harder to counteract than having a few extra sick imo, but it's still an okay law if I know that I just can't afford extra sick people at all.
Thanks for watching! Glad you emjoyed the video! i never use extra rations, but I do want to try it out to be fair, I always go radical treatment and then overcrowding lol
In that case you could just go for the care house. It doesn't just house amputees, it also takes gravely ill people out of your medical posts if you go Sustain Life.
1:50 - It's actually the opposite, the first time you use it it's scripted to kill one person, but i've never had it kil anyone beyond that. The worst cost is therefore the first time and following is whne you should use it.
I swear I’ve never had anyone die first time, but have when using it later on! I guess I’ll try this out then 😂
Second emergency shift kills one (if they're not working on resource pile) other ones trigger events like People refuse to work, extra rations for emergency workers, the one that asks you to not use the ability for 3 days.
@@leslyschafer1879 thanks! Maybe I am missing out on some free resources then!
@@Logistical You probably use emergency shifts on resource piles first. That's the exception - it's the only job that won't give you the overtime death event, which is a literal lifesaver at the start of an extreme run, since it allows you to focus on more important laws before having to sign Cemetery/Disposal
@@PrimusSwallows I use my first emergency shift on workshop, and first one never triggered a death event, while second one did every time I used it.
with house of pleasures it's implied, that workers are not voluntary, so that makes me avoid it in general. i actually avoid pubs too, because that reacquires building additional building and assigning workers to it. Usually at the point I have spare workers, I don't need boost provided by it.
I also like sustain life branch with care houses, because it increases hope and allows later to recover all gravely ill with improved medical facilities and prosthetics, while simultaneously allowing to manage strain on medical system in case of "you goo 100 ill refugees on you doorstep" events.
oh i had no idea that the workers were no voluntary, thats actually awful... i'm going to try sustain life in my next new home run just to try it out actually
The pub is one single building and you can run it with a single worker. Plus it opens up Moonshine, which is just a damn nice law.
So I have counter-arguments for 3 laws: Safe Child Labor, Sustain Life and Extra Rations for the Ill.
Safe Child Labor does lose steam after you get enough regular workers but the early game is always where the game is most stressful. Especially in scenerios with their time constrains, extra gathering is a gamechanger and only takes 18hrs to get a new law. A-tier for me.
Preserve Life is crap on it's own, and you *need* to rush Infirmaries, or Houses of Healing. However, its primary value is in keeping the gravely ill out of your Medical Tents. With Radical Treatment, it takes a whoping 2 days at 100% efficiency to heal someone. That is 2 days of them doing nothing while also preventing the treatment of 2 normally ill people, with the added risk of an amputee for your trouble. That is why I never take Radical Treatment as you want Gravely Ill to be treated quickly and safely and not in your tents. I'd say it's C-tier, terrible alone but the alternative is something you really should be avoiding if you can help it.
Lastly, Extra Rations vs Overcrowding. Now I am clearly in the minority on this but I never take overcrowding. That discontent spike hurts and prevents more abusing of Extended/24hr shifts. Plus, getting sick workers pushed through any Infirmary/House of Healing ASAP puts them back to work faster. Overcrowding is great for doubling the capacity but even better would be to get the ones currently being treated booted out the door sooner to allow new people in, all without any disconent hit. My hot take score is B-Tier, since you do actually need a food surplus to make it work.
Still that is just my opinion. Great tier list and am with you on most everything else!
Yes, i think in extreme mode, child labour is needed for the early game and to give you any chance of surviving
Oh nice, I should try sustain life more i reckon, didnt think of the benefits to be honest! I always go for radical treatment!
Yeah, i would agree gettng people healed up faster is much better, however I like having the saftey of capacity as if someone is in a medical they cant die. I guess both ways work if you play it correctly!
Thanks for the comment, glad you enjoyed it!
Yeah there are no wrong ways to play and doing things sub-optimally can actually be more fun! I feel like Radical Treatment is actually a trap for most people but it leads to a lot of fun games and spectacular failures.
yeah defo!!
The 24 hour shift are always safe on resource piles fun fact
Lots of people have said this, but i dont thnk its true? I always have someone die!
@@Logistical as long as you never use them on any buildings no one will die. They will complain a lot though
You can use the 24 hour shifts for workers directly on the resources and they won't die no matter how many times you do it. If they're in gathering posts or other buildings though they will die.
ive tried this and it doesnt seem to work. Am I missing something?
@Logistical hmm idk. I've never had them die on coal piles and such. Maybe I'm the one with the bugged game lol.
I think its because only the second 24 hour shift causes a death
Child labor safe jobs is the best law.
The children can work in the farms and the gathering posts (food and coal) which means your adult can do everything else.
Yeah to be fair it is needed in extreme difficulty
I always go child labor because i rush automations and can use them in place of engineers. The child labor is just a good boost at the start
Yeah good tip!
Real ones know how clutch 24hr shifts can be. 💯❄️⏳
I feel bad for those on the 24 hours shift 🥲 but it is clutch law 😂
@@Logistical True, I use a last resort but it's rough fr
That just Frostpunk though! Number 2 looks way more intense! Can’t wait 😂
@@sarahwelively7506⛏️🧒🏻
You're sleeping on Child Labor. Aside from what the other guy said about putting them in houses of healing, your coal economy runs on gathering posts and coal thumpers in the early and mid game, since decent coal mines require T3 research and 2 steam cores each. Kids are perfect for filling this massive manpower sink and allowing your other workers to focus on gathering wood, steel, and food. The apprentice laws, on the other hand, mean that about a sixth of your city's population does nothing except boost engineer buildings by 20% for a standard workday
yeah to be fair, child labour helped me outr in winterhome. I just dont like putting kids in mines lol
I think alternative food source law should count as "crossing the line".
Agreed 😂
There is a few things I do not agree with here.
When it comes to Radical Treatment / Sustain Life, we have to remember that this ONLY affects Medical Posts. It does NOT affect the Infirmary.
The reason for this is because when it comes to gravely ill the Infirmary actually cures that by default. This means that Radical Treatment and Sustain Life doesn't matter as long as you have enough Infirmaries. So you only pick these options if your early game before you can get an Infirmary is going poorly. They are obsolete once you have an Infirmary. So Radical Treatment is not that good. You can easily get an Infirmary within a few days.
Extra Rations / Overcrowding. The issue here is that it makes the assumption you will have an extreme amount of sick people. Yes. Having 20 spaces in an Infirmary is great an all. But when do you actually need this? If you get houses early on (I get them around day 13-14 in a New Home on normal), you will basically have no sick people until act 3. So if you can get around in act 1 until you have houses. You should be set. In act 3 when the storm comes. You can simply just demolish your wall drills, all food sources and coal mines. That should be at minimum 15 cores that allow you to build 15 Infirmaries. So treatment locations shouldn't be an issue.
So why have overcrowding?
Also remember that Extra Rations give a +50% bonus. So if you think of it as 5 more spots as you cure people 50% faster, a single Infirmary is 15 instead of 20. However this bonus also stacks. Add Organ Transplants, Medic Apprentices, Shrines/Agitator and you have +15% +50% +20% +20% +20% = 225%. So in effect you have 22,5 spots to heal people in. The difference is that unlike covercrowding, you will have people actually being effective and working faster. Overcrowding might be a little more effective, but it also comes at a discontent cost. With Rations, you can heal almost as much, but without the cost.
This was a nice idea. Good job
Thanks! Just trying some other video ideas! Appreciate the comment :)
My rankings:
Child Labor: safe jobs: Comes in clutch in harder runs where you have bad luck with survivors in the frostland, they cover the massive labour cost of stean coal thumpers pretty 1:1 a lot of the time. Their negative events are never really an issue. But they are semi situational. Solid upper B tier.
Child Labour: All Jobs
I have never used this one beyond Winterhome, which fits, as it's the only scenario where it might be useful. Maybe on the edge? Also the fact they might die, makes them unstable. Only useful, situationally, in one stage during Fall of Winterhome. D Tier
Emergency Shift and Extended Shift: Necessary Tier. Always sign these.
Cemetery and it's line: Never signed this beyond it's equivalent in The Last Autumn, where it is actually useful. (And On the Edge) D Tier.
Snow Pit: Organ Transplants and fertilizer are too good to miss. Low S tier.
Sustain Life: never used this personally, cannot give my opinion.
Radical Treatment: A tier. Not alot to say here.
Overcrowding: S tier. It just is a 2x upgrade for all medical posts for absolutely free.
Rations: again, never used.
Triage: situational B tier. When it's useful it's an actual run saver, and it's good in Builders mode.
Care Houses: you sign this to get Prosthetics. C tier.
Prosthetics: A tier. It's just nice to have.
Soup: A tier. Allows you to delay building a food source by a little while, and great for stockpiling food in A New Home for the storm, and The last Autumn for the icebreaker stage. I always sign this personally.
Sawdust: never have used.
I have no opinion on the entertainment line of laws. Moonshine is upper B tier tho.
nice ratings!! I think i should modify my tier list to be fair lol
Why does someone not like radical medicine, how else can a doctor help a poor worker with his cold, except by cutting off his leg?😭🥺
safe jobs are great, in extreme lvl every hand is usefull and you dont need to build anything. They work in hothouses and in gathering and in church hospitals. all jobs is not good because you waste time in early and middle game to sign it.
Emergency shifts are great, they do rise discontent and you will get 1 dead even in first time but after that its very rare, later you will use extra rations to use it. super usefull in extreme to progress research because its double time compaired to normal lvl.
Sawdust food is better than soups, people dont complain at all and i dont think it is making anyone sick, maybe IRL but not in the game. Also you get 6 rations instead of 5, its +20%
Payed sex law is great, moonshine is crap and trap because it raises discontent finally with all the drunk making trouble
Arena is great, i build 4 to cover all houses and it doent need heat, all freeze but all are not getting sick.
I havent found the last law, to cook humans for food, i believe they removed it and its an option if your people starve they ask it themselves i think but its common sense IRL
Nice analysis! I agree with safe jobs now to be fair, after playing extreme all hand on deck are needed. The last law is still in the game, just have to hit certain level of hunger and it choose the correct options for it too appear
child labor C lmao
C for Criminallllll
Tier listings🎉
Just trying out new things on the channel!
@@Logistical I love it
@@buff725 thanks buff ❤️
sawdust food always s tier sorry bro
I think it might be in some scenarios!
dude you are so bad at this game. there is no point in doing tear list, if you don't know how to play at all
LOL I can make whatever videos I like…
I always send the kids to help out in house of pleasure 😂
Brooo I just do the mines😭😭😭
Somebody check this guys' hard drive
😬
No way you can do that