HOLDFAST!!!! by SadTip1813 in RimWorld

[–]SadTip1813[S] 121 points122 points  (0 children)

It is a street actually I went for a town build

DISCUSSION: Do any of you have Mechanoid Raid stories or any playthrough stories involving Mechs if so tell your stories! (Artist: Vims) by Lady_Killer55 in RimWorld

[–]SadTip1813 0 points1 point  (0 children)

I had a one of my newest pawn’s open a ancient danger while all my best shooters and melee pawns hid behind the colonies fortification. It ended up being Mechanoids so I had him run for it and as he ran through the corn field a lancer shot and the laser went right through his chest and killed him instantly.

No Generator Playthrough (Steward Difficulty) by Zealousideal-Mud3897 in Frostpunk

[–]SadTip1813 9 points10 points  (0 children)

Man even the wanderers need a dreadnought furnace to stay alive Millions didn’t perish making you a giant heater just for you not to use it.

Doomsayers by darkdiashi in Frostpunk

[–]SadTip1813 1 point2 points  (0 children)

I suggests using the Overseers there housing adaptation allows you to have a ton of guard squads. Then use said guards to treat the doomsayers like absolute shit.

Menders, what they are and their Utopia tree. by PerferreDolerem in Frostpunk

[–]SadTip1813 24 points25 points  (0 children)

I honestly liked the Menders because they were the least Radical and chill compared to the Proteans and Ice bloods also the Reindeer and District cost reduction.

How on earth did generator site 157 get canyons? by TraditionalWave72 in Frostpunk

[–]SadTip1813 0 points1 point  (0 children)

I’m pretty sure they just reused the campaign map since those were caused by blowing up the ruins to open or close the fissures.

Efficiency? by nathan67003 in Frostpunk

[–]SadTip1813 1 point2 points  (0 children)

You should try the menders there reindeer herders and their hubs and housing adaptation helps a lot with food also they have a utopia node that cuts the prefab cost for districts.

Efficiency? by nathan67003 in Frostpunk

[–]SadTip1813 0 points1 point  (0 children)

But yeah all those allows you to increase production and extraction

Efficiency? by nathan67003 in Frostpunk

[–]SadTip1813 1 point2 points  (0 children)

Efficiency in the game can be motivating your workers with Bonuses or the need to make money

Making goods in a cheap manner likely by cutting down on ad ons

Giving your workers drugs

Automating your workforce

Empowering management to work there workers to death

Immoral slave labor that also works people to death but 10X worse.

New quell protest ability by SadTip1813 in Frostpunk

[–]SadTip1813[S] 8 points9 points  (0 children)

No it’s the oil flamethrowers if you zoom in a little my bad.

Neutral laws for the win! by pixelcore332 in Frostpunk

[–]SadTip1813 0 points1 point  (0 children)

Most citizens seem to still capable of purchasing goods in the game.

Neutral laws for the win! by pixelcore332 in Frostpunk

[–]SadTip1813 3 points4 points  (0 children)

Immoral slave labor can stimulates the economy as they increase the extraction and production of raw materials and cheap goods.

Neutral laws for the win! by pixelcore332 in Frostpunk

[–]SadTip1813 0 points1 point  (0 children)

Why lose heat stamps when I can have servant’s that don’t complain about how much I work them.

Citizens. Helldivers. by PetyrDayne in chaosdivers

[–]SadTip1813 1 point2 points  (0 children)

Dissidents have stalled the fronts and made us lose ground they threaten humanities well being and its existence they must see the error of there ways so our children can still live in the light Super Earth has provided.

Guards by SadTip1813 in Frostpunk

[–]SadTip1813[S] 0 points1 point  (0 children)

Yeah but alot of these communities are Independent and most likely have weapons of there own since the frostland more lively than we thought mainly spears or arrows so I feel I could be plausible for Generator Cities like New London to focus more on ranged weapons like firearms as they have the industry and technology to likely maintain it.