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==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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