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==Strategy== If you want to win, Order is the outright best law path to take once it becomes available. Foreman are outright broken, and even effect automatons. Speaking of those, getting Steam Core outposts in Tesla city is perhaps the best investment in the entire game. They are far more efficient than motivated workers, only require coal to operate, and can operate in any temperature, no matter what. Spamming them makes the storm that much easier. You'll want to focus Steel as a resource as well, as Steel is not easy to acquire, but is required for most late game research and buildings, all of which is incredibly valuable. This includes the best research unlocks in the game, such as Housing redesign (discount to build houses, the best living quarters in the game), steam hub and generator efficiency (reduces the amount of coal you burn), and overdrive couplings (overdrive far more viable and easier to use). As for the adaptation laws, generally avoiding putting children directly into the workforce can pay off really well. Short term, they really only work as light labor, but as apprentices they can buff your medical or engineering jobs, which includes research. Avoid sawdust like the plague: It is a trash law, and soup makes the storm that much easier to survive. Extended shifts are good if only for those times when you will be absolutely boned without extra resources or supplies, but generally should used on your Research Centers. Speaking of those, stacking about two or three will be the most efficient, as anything more provides negligible benefit. Hospitals and medical stations should be built to accommodate up to about 1/3 of your population at any given time in case of fatal incidents such as the storm, poor housing placement, emergencies, or a horde of damn refugees deciding to show up that bottleneck your medical infrastructure into the triple digits. The disabled can be brought back into the workforce, and this is the wiser decision, as they can lend helping hands in a variety of jobs once you unlock prosthetics and the factory needed to build them. Housing in general should be built carefully from the first moment you start the game. In general the best idea is to build housing within the rings of the primary generator, with all other industry either unheated or heated by steam hubs. Greenhouses pale in comparison to fully kitted out Hunters Huts in terms of resources/worker. They also need a steam core you desperately need for other, much more pressing things, so it's best to ignore them. Much like HOI4, this game requires you to jump around a lot between multiple different production lines and jobs, prioritizing which ones are the most important. Sometimes you'll have jobs completely unfilled due to not having the hands to go around. Additionally, don't forget to remove laborers from all but your most important jobs once the storm hits: If you do, they'll try to work in freezing weather and get sick, and that is not something you want to happen, period.
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