The scenario "Getting Busy", and its achievement.
You've decided you want to tackle the most difficult situation. Let's take an in-depth look at what you need. Each section in this guide will go into greater detail as it goes.
Warning:. This is a long scenario and requires you to be familiarized the game's mechanics. I recommend completing the other scenarios first, or at most the tutorial. This will save you time and keep you from wasting your time.
Rules and main objectives
- Your population will increase, regardless of whether there are empty houses and schools.
- You will have to have more than 200 happy Peeps.
- You have only one planet, 6 islands (each for each) biome: gra*sland, desert, rainforest, snow, swamp (and crystal).
- This scenario has no space whales. There's no reason to worry.
Important tips and details
- Time has a sway over you in the above scenario. The population will continue to grow regardless of what you do. Although it will be slow initially, it will only get faster as you keep up with it. You shouldn't be afraid of pausing the game. To manually load ship cargo, to plan your roads and buildings, as well as to consider the resources needed.
- Schools may not be necessary anymore, but I highly recommend having one on each island. In this scenario, an adult who has never attended school will not be happy when they start their adult lives. They will become happier if the island is designed correctly, but they will be less efficient and slower in the beginning.
- According to Discord devs: "The Peep spawn rate Getting Busy scenario largely based on how numerous peeps your island has" (chiefmonkey (14/09/2021 ) – This means that the larger the number of islands you colonize the faster your overall populace will grow.
Exemple: 200 Peeps can have 2 or 3, while on an island of 50, there will be 1 or 2 children. On 4 islands, each Peep would have one or two children.
Don't rush to colonize every single island. Or else your population could grow faster than you can manage. I advise that you colonize an island only when you need a new resource (or)).
- Be efficient in the positioning of your buildings . Place your huts/houses/apartments in clusters of at least 3 to house more Peeps. Your warehouses should be close to where they are needed (food/drinks close to homes, materials close at their production sites…) To increase your production by 10%, you should build your fields adjacent houses. If your population is increasing rapidly, you'll need to have enough space to squeeze in some homes.
Here are my islands just before winning the scenario, to give you a visual idea of how densely you have to build. I mostly built houses, and almost only upgraded to apartments when space was limited, to avoid the Gloom effect of apartments :
- UPGRADES. The key to boosting production and keeping Peeps happy is upgrading. Perhaps efficiency was not an important aspect of your other games. Before We Leave does not focus on that, as we are not trying to simulate a factory. But this scenario demands efficiency. The first and most important upgrade to your farm is Irrigation. With this, your fields produce twice the amount. You will need half the space required to produce what it needs. Automation will allow you double the production of factories. Upgrading your warehouses will double their storage capacity and save you space. Also, don't forget about your roads. You can use power poles to bring electricity to your work sites. Stone roads help your Peeps walk faster. Decorated roads make them happier (and).
Let's get down to it: making and keeping your Peeps content
Being homeless can ruin one's mood so it is important to monitor the number of Peeps in your area and build housing accordingly.
As the number grows, it will negatively affect each Peeps happiness (120/120/180/240. It cannot always be removed, but what you do will offset it.
Also, try not to put too many Peeps together on one island. You will need 1000 happy Peeps to complete the 5 islands (6, minus the crystal 1).
In my game, I ended up with around 250 Peeps on each of my gra*sland and swamp islands, but the desert and rainforest ones, who had complicated layouts and not much space, were less populated.
You can depopulate a island (to slow its population growth. You will need to manually move Peeps towards to the end of this game if you don’t wish for your smallest island becoming overpopulated.
Smoothies, meals and snacks
Your primary and main focus The meals and smoothies will be what please the Peeps. Meals are a source of ++ happiness that can later be upgraded to +++,. Additionally, they increase the Peeps’ carrying capacity. Smoothies give you +++ happiness and also increase the length your Peeps' work day. A happy Peep also improves the production speed at their job site!
You can unlock Cooking technology by leaving your first island and colonizing the second soon after. The first recipes can be made in (. Only fruits and veggies will take). Therefore, you should build a kitchen as soon a possible. As you level up, upgrade them. Once you get gla*s, you can access wheat, milk, and bread.
Peeps are able to consume 1 smoothie or 1 meal every approximately every 2 seconds. Fully-equipped kitchens and smoothiemakers (LV + automation make up to 22 meals and 225 smoothies per minutes. Two fully upgraded kitchens and smoothiemakers should be sufficient to feed all but 800 Peeps. A third can be added for the final stretch.
(Also, you should not allow your Peeps milk consumption or to eat bread. These will be used for creating meals and smoothies.
This brings us to our next point:
You can specialize your islands
You won’t be capable of producing everything everywhere, and that’s okay.
A kitchen, smoothie maker and tailor on every island is a nightmare. I advise you to limit the amount of each type resource produced to one or two islands, and then export it.
Example: let’s say you can only produce wheat and milk on your swamp island. Produce it there, ship it to the island where you’re making smoothies (probably the gra*sland one). Then export hundreds of smoothies across the planet. The same goes for meals, clothes…
This doesn't have be a priority but it is worth looking into once your smoothies and meals are ready. It will make your desert and snow islands more efficient and make your Peeps happy (+/++ happiness depending upon the quality of your clothes once you ship clothes around). Also, as with the food, you should specialize your islands.
Example: in my game, I could only grow cotton on a small rainforest island, with a difficult layout of highland. Instead of wasting precious forest tiles (and their production bonus) to build weavers and tailors, I just shipped all my cotton to my snow island, which was big and had wool to make better clothes.
It's not hard to figure out how many clothes your body needs. Just test if your warehouses fill up faster than the Peeps.
As always, it is important to upgrade buildings as soon possible: automated cotton and sheep farms, automatic weavers, automatic tailors.
Pollution, hardwork and gloom
These three negative modifiers are often ignored but can quickly add on if you do not pay attention.
Pollution increases over time. Use a cleaner to cover the pollution from your factories. Once you unlock chemicals & the cleaner II upgrade it where it's needed (Steel and Iron Smelter…) or everywhere if you produce enough chemicals.
Hard work occurs when workers work at industrial sites. The only thing that you can do is automate your factories. This will allow them to have fewer workers. Any other happiness-enhancing item should offset the negative modifier.
Gloom may not get worse over time like pollution but it will still affect your Peeps’ spirits. The main cause of gloom that you will encounter are the rows and rows of (-ed apartments) that you will be constructing. Your roads can be decorated to reduce it. However, the power poles will cancel out the anti-gloomy effects of the decorated roads. Make sure you decorate every road possible, but keep your powerpoles only where they are necessary.
Gloom can only be contained by decorating roads.
Happiness is not all about the big bonuses
Your Peeps should have enough food, drinks, clothes, roads and low pollution to be able to live on their own. But what if things go sour?
- Luxury items cannot be taken by unhappy Peeps. The normal version give + happiness and the upgraded version give ++. You still require good luxury products to upgrade your roads to decorated streets. Therefore, I recommend you only set up one marketplace on the world and only ship good luxury goods when you're building roads. (Make sure to ban your Peeps and stop them from using the items. Or they will get your new shipment of high-end items into their homes.)
- Fountains adds a nice bonus to happiness in a two-tile radius on a green tiles. You can live without it, but it may improve your Peeps mood in a depressing or high-traffic area (, near factories,).
- Musicians bring a small amount of happiness wherever they go. These happy Peeps continue to affect them for 20 seconds after being out of range. Not necessary, but you can if your space allows.
- Meeting squares resetting the happiness of 60 local Peeps to maximum. It should not be used for emergencies, such as when your Peeps have become unhappy. This can slow down your production and disrupt your entire operation. Throw a party, and your Peeps will quickly solve their problem. If the square takes 3 tiles for nothing, then the problem isn’t solved.
- Relaxation hubsmakes nearby Peeps immunity to one source. While it may be useful in some situations, it is unnecessary and does not solve the problem.
- This scenario has no space whales. However, the Kraken can be encountered by those who fish in sunken ruins for items with submarines. You can build more ships if this happens or it will disrupt supply chains.
- You can use a "justin-time" production model. This means that you don't need hundreds of fruits, teas or wheat to make your smoothies. The same goes for food, clothing, and so forth. I kept 15 servings of each ingredient, even though the smoothie maker requested 60. You won't need a lot of intermediate products as long your supply chain is strong enough to support sufficient boats (or airships). (If the one you have isn't sufficient, build one or a few more ports on your island!)
- If your supply chain is efficient, you don’t necessarily need to build new fields or factories. Produce just what you need (for food, clothing, and cotton.) will save you precious tiles.
- You can grab enough crystal for a research lab if you reach the end. You can count on the repeatable researches and their bonuses to help you get through the final stretch.
Good luck, have a lot of fun, and give a thumbs up if this guide helped!
This is all we know about Before We Leave – Getting Busy (scenario), this post original url can be found here and possible new updated to.
- Check All Before We Leave Posts List