Posted January 26, 2024
- Make sure the tutorial messages are enabled in the settings, and actually read them when they do pop up in game. They don't necessarily explain everything, but they do generally relay pretty good info.
- Lots of graphical elements of the game (not strictly limited to UI elements) have tooltips that pop up on hovering your cursor. Make use of the context and information these provide.
- I don't know that the tutorial mentions it, but there's a button near the speed controls that lets you turn on one or both of two different info overlays for the city. I would strongly recommend using the setting that shows both zombie density and resources & survivors. It's vital to be able to identify, at a glance, hot spots where dangerous amounts of zed have accumulated (green = relatively few, yellow = starting to become dangerous, etc.), and the ability to see recruitable survivors and scavenge-able food and other resources right on the map is also really useful.
- Even though the old browser games were exclusively turn-based, and Rebuild 3 can be played that way, I recommend using real-time mode. Since jobs can take fractional days, and turn-based mode just advances 1 full day at a time, you'll wind up wasting a lot of your survivors' time that could better be put toward them completing subsequent assignments. Note that you can pause at will and assign new missions, reassign equipment, etc., while paused. (In real-time mode, the space bar toggles between pause and whatever speed setting you had set for normal time advancement.)
- If you do play in real-time, pause frequently. Seriously. Any time you get one or more notifications on the right side of the screen indicating that some task was completed, I recommend pausing to read/clear them all, and then assigning the now-idle survivors who had been working on those tasks to new missions (or to other survivors' still-ongoing missions, if you think they might need help).
Note that survivors' default state is "guarding", represented by a shield icon; always be on the lookout for this, as there are few legitimate reasons you should need to have people actively assigned to guard a spot, other than awaiting an imminent attack from one or more nearby hordes of zed or enemy raiders, of course. Try to make sure all survivors are always doing something useful.
- As you should've learned from the tutorial, your main "hero" survivor is the only one that can level up in any skill just by doing; the others only "learn by doing" for their class' relevant skill (e.g., defense for soldiers). Consequently, aside from the fact that members of a given class are likely to be better at doing that's class' jobs than other people will be, you should avoid assigning survivors to tasks that some other class could gain skill from -- especially if you actually have a member of that other class doing something else unrelated. (Note that scouting isn't affected by any skill, and I don't think it trains any skill, either. EDIT: I was partly wrong: scouting missions do seem to train the scavenging skill at least a little. But as far as I can tell, that skill doesn't affect the outcome of a scouting mission whatsoever -- scouting always reveals everything about the block(s) in question, and I'm pretty sure always takes 1 full day, regardless of the scout's class or skills.)
However, don't worry too much about class-correct job assignments in the very early game, when you'll likely need everyone to contribute to zombie killing at some point, for example.
- Zed spawn in the city over time, and they spawn faster in blocks immediately bordering your fort (blocks that only diagonally touch one of your reclaimed blocks don't count as bordering). Your chosen difficulty setting determines both the starting zombie amounts and the rate of further accumulation. (And certain types of buildings might accumulate zed faster or slower, or even not at all.) Also, no new zed will accumulate on any block which has a mission active on it.
One of your main priorities should be keeping the outside of your walls relatively clear of zed. It's a lot more time-efficient (and safer in the long run) to try to keep adjoining blocks from ever getting to yellow density than it is to either defend against or assault the massed zed that will eventually spawn as result of doing too little clearing.
- Scouting is another thing you need to keep on top of, as unscouted locations are horribly dangerous and likely a waste of time to kill zombies or scavenge in, and impossible to reclaim. Beyond the hopefully obvious strategy of "don't leave blocks that are or will soon be adjacent to your fort unscouted", I try to prioritize scouting blocks that are immediately adjacent to any block I could theoretically clear and reclaim right now (basically, two blocks out from my walls in every direction). One of the only scouting priorities I would routinely place above the scouting of that second-tier buffer around your fort is scouting immediately outside the walls of another faction's fort. The computer-controlled factions don't play by the same rules the player has to play by, and can claim even heavily zed-infested blocks. They also don't scavenge like the player does, but any survivors or resources in a block that gets reclaimed by another faction will still be lost to you, and unless you're roleplaying heavily as an altruist, there's usually little reason not to try to recruit and scavenge as much as you can from just outside their forts' walls before those blocks wind up inside their walls.
Also, as mentioned above, scouting can be done equally well by any survivor, so -- early on, at least -- you might as well use whomever is least needed for other stuff at the moment...which, in the early game, can often mean your engineers and leaders (if you have any).
- Lots of graphical elements of the game (not strictly limited to UI elements) have tooltips that pop up on hovering your cursor. Make use of the context and information these provide.
- I don't know that the tutorial mentions it, but there's a button near the speed controls that lets you turn on one or both of two different info overlays for the city. I would strongly recommend using the setting that shows both zombie density and resources & survivors. It's vital to be able to identify, at a glance, hot spots where dangerous amounts of zed have accumulated (green = relatively few, yellow = starting to become dangerous, etc.), and the ability to see recruitable survivors and scavenge-able food and other resources right on the map is also really useful.
- Even though the old browser games were exclusively turn-based, and Rebuild 3 can be played that way, I recommend using real-time mode. Since jobs can take fractional days, and turn-based mode just advances 1 full day at a time, you'll wind up wasting a lot of your survivors' time that could better be put toward them completing subsequent assignments. Note that you can pause at will and assign new missions, reassign equipment, etc., while paused. (In real-time mode, the space bar toggles between pause and whatever speed setting you had set for normal time advancement.)
- If you do play in real-time, pause frequently. Seriously. Any time you get one or more notifications on the right side of the screen indicating that some task was completed, I recommend pausing to read/clear them all, and then assigning the now-idle survivors who had been working on those tasks to new missions (or to other survivors' still-ongoing missions, if you think they might need help).
Note that survivors' default state is "guarding", represented by a shield icon; always be on the lookout for this, as there are few legitimate reasons you should need to have people actively assigned to guard a spot, other than awaiting an imminent attack from one or more nearby hordes of zed or enemy raiders, of course. Try to make sure all survivors are always doing something useful.
- As you should've learned from the tutorial, your main "hero" survivor is the only one that can level up in any skill just by doing; the others only "learn by doing" for their class' relevant skill (e.g., defense for soldiers). Consequently, aside from the fact that members of a given class are likely to be better at doing that's class' jobs than other people will be, you should avoid assigning survivors to tasks that some other class could gain skill from -- especially if you actually have a member of that other class doing something else unrelated. (Note that scouting isn't affected by any skill, and I don't think it trains any skill, either. EDIT: I was partly wrong: scouting missions do seem to train the scavenging skill at least a little. But as far as I can tell, that skill doesn't affect the outcome of a scouting mission whatsoever -- scouting always reveals everything about the block(s) in question, and I'm pretty sure always takes 1 full day, regardless of the scout's class or skills.)
However, don't worry too much about class-correct job assignments in the very early game, when you'll likely need everyone to contribute to zombie killing at some point, for example.
- Zed spawn in the city over time, and they spawn faster in blocks immediately bordering your fort (blocks that only diagonally touch one of your reclaimed blocks don't count as bordering). Your chosen difficulty setting determines both the starting zombie amounts and the rate of further accumulation. (And certain types of buildings might accumulate zed faster or slower, or even not at all.) Also, no new zed will accumulate on any block which has a mission active on it.
One of your main priorities should be keeping the outside of your walls relatively clear of zed. It's a lot more time-efficient (and safer in the long run) to try to keep adjoining blocks from ever getting to yellow density than it is to either defend against or assault the massed zed that will eventually spawn as result of doing too little clearing.
- Scouting is another thing you need to keep on top of, as unscouted locations are horribly dangerous and likely a waste of time to kill zombies or scavenge in, and impossible to reclaim. Beyond the hopefully obvious strategy of "don't leave blocks that are or will soon be adjacent to your fort unscouted", I try to prioritize scouting blocks that are immediately adjacent to any block I could theoretically clear and reclaim right now (basically, two blocks out from my walls in every direction). One of the only scouting priorities I would routinely place above the scouting of that second-tier buffer around your fort is scouting immediately outside the walls of another faction's fort. The computer-controlled factions don't play by the same rules the player has to play by, and can claim even heavily zed-infested blocks. They also don't scavenge like the player does, but any survivors or resources in a block that gets reclaimed by another faction will still be lost to you, and unless you're roleplaying heavily as an altruist, there's usually little reason not to try to recruit and scavenge as much as you can from just outside their forts' walls before those blocks wind up inside their walls.
Also, as mentioned above, scouting can be done equally well by any survivor, so -- early on, at least -- you might as well use whomever is least needed for other stuff at the moment...which, in the early game, can often mean your engineers and leaders (if you have any).
Post edited January 27, 2024 by HunchBluntley