spaceport's guide to After Inc
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Hello there, I'm spaceport. I wrote a guide for rebel inc some time ago (still holding up somewhat despite being a little outdated). My hope is that this guide will help you in becoming better at After Inc, although the game is relatively simple. Have a good time reading it and if you have questions, post a comment ! It may be rewritten in the future as new information comes to light. I will start by writing out a somewhat simple step-by-step guide and then explain more of the mechanics. Do keep in mind, that the further you go, the more rewards from completing levels you are expected to have. In short: Pick Economist or Slumlord. If they are not in the well rested section, pick them anyways. Or you can choose one of the well rested ones and try to play around them. Why ? Survivor - In Rebel Inc, having no disadvantages is a bonus (for a Civil Servant who is a Survivor in this game), when supplies aren't scarce. But in After Inc, the supplies *are* scarce, so not having a bonus is a bad thing. Economist - Gives you lots of tempo - earlier resource production leads to more resources and you can also more easily accumulate stamina to increase Technology levels. Soldier - His fighters can insta kill zombies which is excellent, but it means that you are relying on RNG (we are trying to actively avoid RNG), so with terrible luck you have lower morale or less resources due to having to build the Barracks. Ugh. Usually better on expeditions where you can't really afford to have lots of population Hoarder - Very good as she can create stamina out of thin air, but hard to control her to not use up too much of your stamina. You can use her, but it may be more difficult. Arctic Explorer - Better on maps with longer winters or when you start in a winter. Usually, this is not worth the effort - you need to do things quickly but he makes you accumulate stamina for winter where you spend everything you've got to claim and explore as much as you can. Personal Trainer - Allows you to go into deficit stmaina, which makes it easier to build stuff earlier or get a technology (similar to the economist). Hovewer, the increased food consumption makes her hardly useable on medium populations let alone large ones. Slumlord - He gets you extra stamina with almost no questions asked - Not bad. Hermit - Very map dependent. Sometimes it's preferable that you explore everything and losing a lot of production because you don't have an unexplored area is rather harsh. The resource production bonus can be quite handy though. Tyrant - A slightly better Survivor. You can avoid Authority loss using fighters, but does it really matter ? The health of the fighters is usually better. As far as traits go, you want to pick whichever reward has the highest "stamina equivalent". So for example, if you get +1 Explore Discount, it's almost the same as getting +1 Stamina. But Explore Discount is worth slightly more, because it gives you more tempo - you can explore an area instantly and build there immediately. My estimates go as follows: Bulding discount and explore discounts are worth about 1.05-1.1 stamina Scavenge discount is worth 1 stamina if 2 or less, otherwise 0.9 stamina Population is worth + ~1-2 stamina Fighters are worth their cost, *n! stamina per fighter if you need them asap Tech +1 is worth their stamina cost, but they can easily be argued that they are worth -1 stamina (due to awkward rewards and a bit of inefficiency, despite giving you some resources) Starting resources are useful, but to make a difference you must start with at least 6 (+100% starting resources or storage size bonus), so some value between 50% and 100% is worth 1 stamina 15% storage size is worth about 1 stamina but it has diminishing results (in the early game you dont need that much storage at about 100% i would start valuing it 10% = +1 stamina) Zombie defence, morale and authority are worth very little and usually not worth considering We got out of the bunker and need to start our settlement quickly. Starvation and dehydration are our main concerns right now. We also need to prepare for the upcoming winter. That is why we want to start by building a small well and a tent. We want to find a forest quickly so that we can start producing some lumber. Once we found it, we want to build a lumber yard in it and a firewood splitter. Then we can start working on getting a makeshift fire pit and a makeshift toilet. Those should suffice for Population 3. We also get Technology level 2 and try to find a source of food. A meat source will hold us through winter but will leave us with little food to make technology with and a crop source will make it easier to get technology but there will be little food in the winter. In either case, we will need to scavenge for wood and/or food soon. Once Technology 2 is done, we can build a Shack, a level 2 Firewood Splitter and level 2 Lumber Yard. We also want to build 1 Fuel storage if we're almost full and get 2 Fighters. Technology 3 should be completed shortly before winter, building one more Firewood Spliiter (probably a Charcoal Pit now). Now we're somewhat prepared for the winter... Usually you will have 3-4 Fuel Production and 7 Fuel Consumption. If your Fuel storage is not 12 at the start of the winter, it's best to start scavenging. Hypothermia may also occur.... if it does, spend as much fuel as needed to avoid the "Death" or "Lose control of the area" results, whether it is no fuel, little fuel or lots of fuel. Death is the mildest one of the two, where Lose control will result in a setback of up to 6 Stamina... Scavenge for food might also be necessary. But if you have 2 meat production buildings, then you should be relatively safe the whole winter. The winter has ended with us safely passing through it. We have 2 fighters, Tech 3, Population 3 have some decent resource production. Our settlement still needs to expand - more difficult goals are still out of our reach. Our Technology Level 3 allows us to go up to Population 6, but we might want to go up to Population 7 to unlock that third fighter as fast as possible. This requires us to get more resources. We want to expand our food production, our wood production and start supplying some more services while building up our Population. So build 2 shacks at the end of the winter or as soon as it ends. Get a third Lumber Yard and provide some extra Services. A Town Square and a Tavern should be enough - avoid kitchens if you can as their food waste is too large compared to a thing like a Tavern. After it we want to start improving our food and wood production - A level 3 Lumber Yard and some food overproduction. Then we can start working on Technology Level 4. It allows us to build 2 Huts so that we can get Population 7 with some nice housing for extra morale. You also want to ensure that your storages are high enough. Get at bare minimum 30 Fuel Storage and 15 Food storage (unless you have only crop farms, in which case get 30). Preferably, you will have 50 Fuel Storage.By building more Charcoal Pits and Lumber Yards in an another forest, you will be able to comfortably go through the second winter, even if something bad like Hypothermia occurs (at most 1 scavenging run should suffice). You will have to build a Bath House, a Carpenter and some other previously provided Services (not kitchens !). Now you've got Population 7, can get a third fighter and the winter has just started or is about to start. In the third year, your aim is to increase Population even further. Get Technology 5 and every necessary service (not kitchens...). You can scavenge for some stone to get the required resources for a Basic Workshop and a Training Ground. Make sure that you've got enough storage and production of fuel and food for the Winter, if you can't finish the map before this point - you should probably be finishing all of your goals before the third winter begins.... If you are going to win befo
ИсточникGHub Platform · автор23.08.2026, 06:54:22
Hello there, I'm spaceport. I wrote a guide for rebel inc some time ago (still holding up somewhat despite being a little outdated). My hope is that this guide will help you in becoming better at After Inc, although the game is relatively simple. Have a good time reading it and i…
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