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=The Last Autumn= This one is what happens when you throw [[Communism|Karl Marx]] into the game, and then add capitalism. In essence, your task is to build one of the sites for Liverpool to evacuate to when the winter hits, along with site 120 and 119. After setting up some initial infrastructure and importing needed supplies, you get to work right away. As soon as your situation has stabilized, you set up infrastructure to begin building one of the generators. However, disaster strikes when an accident in the workplace constantly floods the worksite with toxic gas that can fluctuate, and the workers get smart enough to form a union. This introduces you to a new set of laws: Labor laws, which can either make life easier or harder for your workers. Eventually, you choose to side with either the Technocratic engineers or the Populist Workers, resulting in an entirely different set of laws. Regardless, you begin to work harder on the Generator as the other generator sites fail to complete their task, leaving the fate of Liverpool in your hands. Increasingly, the workers at your site become more unwillingly to comply due to the rapidly deteriorating conditions inside the shaft, forcing you to negotiate with the Union more and more. If you save the workers from the wilderness, they make this worse, being rabble rousers who will try to stir things up. The wilderness is a very important place to explore in this scenario, and reveals that the french had their own efforts to establish colonies within the region you are developing, as well as why the Winterhome generator failed: it lacked critical supplies needed to complete it present during it's construction, and so was built without them. As the end of the scenario nears, you have to stockpile supplies, as you will be cut off from all shipments of food, workers, supplies, and steam cores. In this time, you must keep the generator active in order to survive without shipments from the homeland, and try to upgrade the generator the best you can to give the People of Liverpool a fighting chance. The scenario ends when the icebreaker ships arrive from the homeland and come to move all of the labor back to England, and you ponder the results of your work. ==Strategy== This scenario is hard because it turns a lot of stuff upside down. The first things, as always, is to make sure to harvest all the temporary supplies that get you started and build housing. Housing is much less of a concern due to the only housing really available being tents. The difference being that in this scenario, the Engineers and Workers cannot be used interchangeably. They are locked from performing certain jobs unless you take the inferior law tree. You can make up for this shortcoming by bringing in convicts from the mainland, but this will require guard outposts and prisons, as well as tick off the workers. In terms of laws, the Engineers are better to side with due to the fact that they have ways of making the workplace safer and also motivating workers to have ridiculously high efficiency, though this is just barely enough to keep you above floundering. The Factory Inspectorate (engineers) and the Vents are critical to your success, as are the docks that allow you to bring in supplies from the mainland, such as steel and coal. Primarily, you should import these two, and try to acquire wood with sawmills. You'll have to balance the amount of docks and the level of your unloader stations to ensure there are no bottlenecks. Scout teams should be sent out to find resources, and ignore food sources until near the end of the game, as this food will be invaluable. NEVER underestimate your need for food, and reduce the production of hearty meals at least several days before the Cold hits, as food is very difficult to acquire outside of the fishing harbor.
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