Kaiserpunk: What To Build First
Kaiserpunk: A Guide to Efficient Early-Game Development
Kaiserpunk demands constant planning and optimization. Even with limited early-game options, strategic choices pave the way for a successful campaign. This guide outlines an optimal opening build order, adaptable to various map layouts.
Our recommended build order prioritizes rapid and efficient expansion. While minor adjustments might be needed based on your starting region, the core strategy remains consistent.
Initial Setup
Begin by pausing the game and analyzing the map. Key considerations include:
- Resource locations (water, iron, coal).
- Coastal areas (for future Fisheries, Shipyards, Naval Bases).
- Mountainous terrain (plan around until unlocking Tunnels).
Construct a basic Dirt Road network connecting your town center for easy expansion.
Housing and Wood Production
Build four Laborer Houses, one Forester, and two Lumberyards near the Forester. A nearby Depot is crucial. The extra housing accelerates population growth (aim for 120), while two Lumberyards boost Plywood production for faster expansion. Utilize idle Laborers to salvage nearby ruined buildings for resource gathering.
Food Production
Unpause the game and construct two Farms and a Grain Field. Ideally, these should be near your Depot, but separating them into two Depot zones is also viable. Building more Farms than immediately needed creates a surplus for trading and speeds up Agriculture Development, unlocking Flour Mills and Bakeries faster. Remember, buildings can be freely repositioned later.
Meeting Needs and Luxuries
Maximize Laborer morale for optimal tax revenue. While awaiting Agriculture Development upgrades, build another Lumberyard and expand housing as needed. Immediately construct Windmills and Power Substations upon unlocking them, ensuring power reaches the Forester and Grain Field for future buildings.
Bread Production
Build a Flour Mill and two Bakeries near the Grain Field. The second Bakery is often needed quickly, so build it proactively. Leave space for a Factory near a Vegetable Farm and Bakery for future Food Ration production.
Newspapers and Infrastructure
Your Forester should provide enough Wood for a Cellulose Factory. Upgrade your Forester and Lumberyards to increase output. Build a Paper Mill and at least two Printing Presses. Meanwhile, build roads to nearby iron deposits, establishing an Iron Mine with a Depot, and do the same for Coal if possible.
Construct Fire Stations (60 Plywood each) to protect your residential and industrial areas. Build a Market to facilitate interactions with other world leaders. Immediately trade 20-50 Transport Development for Military Development (30-day deal) to prepare for later map expansion.
Clothing Production
Build a Water Pump near a groundwater deposit and use Water Towers to supply buildings. Establish a Cotton Field (either built or salvaged and relocated). Build a Weaver and multiple Clothiers (3-5) to meet clothing demands. Construct a fourth Lumberyard (producing Lumber) and possibly additional Plywood Lumberyards if needed.
Industry and Military
Build Iron and Coal Mines, followed by Smelters. Build Factories near your Farms (Food Rations) and Steel Smelters (Handguns). A Munitions Factory near Cellulose or Brass Smelters (or both) is also essential. If Agriculture Development allows, build Ranches and Fisheries; otherwise, prioritize Farms and Bakeries. Build Manufacturer Houses (4-6) to support production.
Supplying and Deploying the Army
Once you're producing Steel, Brass, Lumber, and surplus food and Cellulose, build Factories and a Munitions Factory. Build a Military Base near a Depot and train at least three Militia units (50 Handguns each, 2 Rations and 2 Ammunition per day). Once your army is deployed, you can begin your world conquest!
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