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In total this nets you 5 defenders and an additional 45 heatstamps.
I would not rush another law though, that got me into trust issues.
I contemplated settling the crevasse in this guide, but since it is a very peculiar settling location, I went with showing how to efficiently settle the areas immediately available. The thing about the areas settled in this guide is that they build into supporting the Food Districts later on.
I kept the law, as a Albertan Canadian where ya if you want your propane so you don't freeze at minus 50... yes we Albertans actually work and live in minus 50 for a few weeks in Jan. Feb.... YOU get off your ass and you work.
I smiled and laughed as the father said to his son in the game
"get a haircut son, its time you find work"
so far and its been weeks there has been nothing bad happened... go figure...
Two frostbreaks can clear the space for two housing districts, but provide the shelter like three. I would argue the savings from not building a 3rd housing district are already significant for the very early game, when you need to house the very first group you invite in around week 50, compared to building more districts in the already cleared area around the generator.
As for the week 1, only 4 housing districts, all of them in the initial sheltered places are enough to get down to minor cold. And those on the left can immediately be expanded to get adjacent to the food district.
All the rest of initial builds are perfect, thanks for advice.
Same goes for the heat and population bonus locations. They should be obvious even to a first-time player, so I don't want to include them. Those locations are expensive to reach before week 100 on Captain difficulty.