Zombie Exodus: Safe Haven: Part Three Discussion Thread

Because some people wanted to know/were stuck and it’s not very clear, here is a
“Quick guide to group management”

Improvements:

Note 1: Adding these specific characters to an improvement/reinforcement means you can complete it with one less person.
Note 2: This only applies once. You cannot, say, get a farm plot done with Gina alone even if you have the gardening hobby too. Max reduction of 1 person.

Chicken coop:

(+60 food)

  • Church
  • Billie
  • Gina
  • Madison
  • Woody
Computer lab:

(morale %+15, allegiance %+15, SurvNet servers +1)

  • Gina
  • Jaime
  • Kelly
  • Madison
  • Parker
  • Rachel
  • Woody
Greenhouse:

2 of 3 picked:
(+40 marijuana cigarettes, +15 if gardening hobby)
(+40 bio-parts, +15 if gardening hobby)
(+150 food, +205 if gardening hobby)

  • Hobby: Gardening
  • Church
  • Gina
  • Billie
  • Woody
Clear space/debris:

(Number of people clearing space * 150)

  • Brody clears out an additional 50 space
  • Driver clears out an additional 50 space
  • Bailey clears out an additional 25 space
  • Dante clears out an additional 25 space
  • Jaime clears out an additional 25 space
  • Lopez clears out an additional 25 space
  • Lopez clears out an additional 25 space
  • Tommy clears out an additional 25 space
  • Nora clears out 25 less space
Farm plot:

(+400 food. +525 food if gardening hobby)

  • Hobby: Gardening
  • Church
  • Gina
  • Madison
  • Woody
Workshop / Improved workshop:

(Workshop: Melee, Misc)
(Improved Workshop: Ranged Weapons, Ranged accessories and parts, Explosives)

  • Church
  • Gina
  • Fred
  • Woody
Infirmary:

(+30 first aid charges, +15 antiseptic ointments, +10 painkillers)

  • Church
  • Gina
  • Woody
Recreation Room:

(Morale %+40) (!)

  • Parker
  • Gina
  • Woody
Zombie-powered generator:

(Requires 3 zombies, you catch between 2-4 each time)
(+25 power, loss of morale = 2 * number of survivors)

  • Gina
  • Woody

For reference, a single solar panel gives 15 power wih no morale loss and does not take up a task. For big groups, seems much more preferable to simply scavenge a few solar panels and/or gas cans.

Imo for balance reasons the Zombie powered generator should either generate more energy relative to solar panels/gas cans, or not be as bad for morale. As it stands, I would not build it-- better off just taking the morale loss from low power supply

Reinforcements:

Reinforcements give a defense bonus every day, not just one off. Not sure if this is intentional but means that building defenses earlier is better. Watch Duty provides only a one off +1 to defense each time you assign 3 people to it

Alarm system:

(+1 defense)

  • Gina
  • Woody
  • Jaime
  • Kelly
  • Madison
  • Parker
  • Rachel
Reinforce Gate:

(+2 defense)

  • Gina
  • Woody
  • Church
  • Madison
Secure Perimeter:

(+2 defense, +1 offense)

  • Gina
  • Woody
  • Church
  • Driver
Trench level 1 / 2:

(+2 defense total / +1 defense, +1 offense total)
(Yes it seems upgrading the trench reduces defense by 1)

  • Gina
  • Woody
  • Driver
  • Brody
Watchtowers:

Watchtower North
(+2 defense, +1 offense)

  • Gina
  • Woody
  • Church
  • Madison

Watchtower South:
Same as above

Other tasks:
Group fishing/foraging/hunting/scavenging/watch duty/chores
Fishing:

Food = (Number of people with improved fishing poles * 30) + (Number of people without improved fishing poles * 15) * (random number between 5 and 10)
Fishing is improved by having more fishing poles ad especially improved fishing poles. If you assign 3 people all with improved fishing poles you can get 450-900 food (this seems too high, could be wrong)
If you assign 3 people with 1 improved fishing poles you can get between 300-600 food.
If you assign 3 people with no improved fishing poles you can get between 225-450.

Seemingly only improved fishing poles matter, the rest do nothing.

  • Billie nets an additional 20 food
  • Church nets an additional 20 food
  • Fred nets an additional 20 food
  • Jude nets an additional 15 food
Foraging:

Food: (Number of people foraging * 7 * (Random number between 12 and 18))
Bio-pars: (Number of people foraging * (Random number between 12 and 18)/1.5)

e.g. 3 people foraging, 252 - 378 food, 24 - 36 bio-parts
Completely random, no skill nor equipment.

Hunting:

More people you send hunting the more on average each person brings (until you go above 3 people, where it scales lineraly)
If you bring 1 average person they bring
((random number between 0 and 2) * 150) food.
0 - 300 food

However if you assigned 3 people they bring
((random number between 1 and 4) * (3 people hunting) * 100)
300 - 1200 food

In addition to this your food is multiplied by (1 + (“ranged count” / 50))
Ranged count is usually 0, but increases with specific skilled hunters
If you assigned 3 most skilled hunters, ranged count = 14, you bring in
384 - 1536 food

  • Jude increases “ranged_count” by 5
  • Rachel increases “ranged_count” by 5
  • Lopez increases “ranged_count” by 4
  • Madison increases “ranged_count” by 4
  • Church increases “ranged_count” by 3
  • Gina increases “ranged_count” by 3
  • Jaime increases “ranged_count” by 3
  • Reilly icreases “ranged_count” by 3
  • Rosie increases “ranged_count” by 3
  • Woody increases “ranged_count” by 3
  • Tommy increases “ranged_count” by 2
  • Nora increases “ranged_count” by 2
  • Driver increases “ranged_count” by 2
Scavenging:

Food, Water: (Random number between 10 and 20) * number of scavengers * (1+(scav_count/50))
Scavenge items dependent upon number of scavengers and their skills

Benefits at number of scavengers + scav count >=10, >=15, >=20, no advantages above 20 aside for extra food, water

  • Rachel increases “scav count” by 4
  • Dante increases “scav count” by 3
  • Lopez increases “scav count” by 3
  • Rosie increases “scav count” by 3
  • Gina increases “scav count” by 2
  • Woody increases “scav count” by 2
  • Jaime increases “scav count” by 2
  • Kelly increases “scav count” by 2
    Assign
    Rachel, Dante, Lopez, Rosie, one of (Gina/Woody/Jaime/Kelly) to get max benefits.
    Main advantage of scavenging imo is getting water.
Watch Duty:

Setting 3 people to Watch duty increases Junkyard Defense by 1
Any less gives no benefit, any more give no additional benefit. Either set 3 or 0.

Chores:

If (number of survivors / 7) rounded >= task_chores, increase morale by %+10
Any less gives no benefit, any more gives no additional benefit

This seems broken, as if you assign at least one person to chores you always get a morale boost, whereas if you assign 4 in a group of 21 (21/7) = 3 < 4, so you don’t get the morale boost
Should be changed to
If (number of survivors / 7) rounded <= task_chores, increase morale by %+10

Other tasks:

Socializing with other survivors to build morale increases morale by %+15, every individual character likes you more (%+ empathy / 25)

Water collector gives 75 units of water each

Training increases your skill level by 1 up to 7 (e.g. if you have 6 in ranged weapons and teach Kevin how to shoot, he gets trained and your ranged weapons goes to 7
If your skill is maxed, increases skill points pool by 7

Getting trained increases your level by 1.

There are some bugs. Upgrading trench reduces group defense, if I’m reading this correctly. Chores seem to benefit by assigning fewer people as opposed to more.

In short, at present I would do:

  • Scavenge solar panels and install them. Maybe 10 or so idk,
  • Avoid Zombie Generator
  • Build a few of the reinforcements-- esp ones that only require 2 people and so can be done with only one skilled person. Provide a daily benefit so there’s an advantage to building them earlier
  • Send a few skilled people scavenging, the water is even more important than supplies
  • 3 people on watch duty, or none
  • 1 person doing chores (when this bug is fixed it will be optimal to put either 0 or (survivors / 7) on chores)
  • If you need more food, send 3-4 skilled people hunting.
  • I usually instead focus on building things that generate food earlier, as it frees up people to work on improvements later over having to hunt/fish/forage as much every turn
  • I avoid foraging as well as fishing. Hunting seems strictly better-- with 3 most skilled people average of 960, although if you have enough improved fishing poles and assigned skilled fishers then fishing is more stable-- average of 735, but higher minimum levels of foot.
  • If morale is low, recreation room is easy to build and provides a big boost
  • Building things like workshop/improved are useful especially if you’re good at crafting for scopes, suppressors and explosives. If you’re not good at crafting, focusing on a greenhouse/farm plot instead allows you focus less on assigning people to get food later
  • Try and clear space > what you use. For example on the 1st day try to put 2 skilled people on clearing space duty, which leaves you with 300-400 extra space the next day for improvements
  • Church is scripted to die but also provides a building bonus a lot of places, so use him whilst you have him.
  • If you have nothing to do, avoid watch duty unless you can’t spare anyone else and doing so would put you to 3 assigned. Maintaining camp doesn’t actually assign you to chores, but increases morale by %+10. Manage Greenhouse, I usually select weed and herbs but that’s because I’m usually good on food.
  • Finally, teach the group ranged, ranged again, athletics, close-combat, hand-to-hand, etc. if you can, and Converse with survivors when that option is available, can talk to everyone for one action and many opportunities to learn more about them as well as improve your relationship with em.

Also,
food_use = (num_group * (round((2 * meal_type) * (1-((cook skill - 30)/100)))))

So if Fred is the cook, with 3+ cookware and say around 20 people in your group and want to sustain food (roughly, I think)
Large Meal: 60 food
Medium Meal: 40 food
Small Meal: 20 food

These are super low tbh, like a single vegetable garden seems able to cover it, so my maths could be wrong.

(I don’t know what’s up because in the code for Part 3 idk if Rosie’s coded, but at least in part 2 and from just spending some time testing it myself in Part 3 seems like she is the best cook, with Fred 2nd)

If you’re cooking if >60 or 65 or something be cook yourself.

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