As you're not expected to seriously engage with temperature mechanics in The Last Autumn, 'shelter' is not a part of your rsearch, leaving food and medical researches alone.
I'm not going to cover the Tent, Cookhouse, or Medical Post here. You can go back to the appropriate pages for those; unlike most returning buildings, The Last Autumn genuinely leaves their base parameters untouched. That said, I will point out that the Cookhouse fits into The Last Autumn rather differently, as its susceptibility to low temperatures only matters if you're slow enough at building the Gnerator you have to work during the freeze, and the ability to man it with both Workers and Engineers is actually exceptional within the Last Autumn, where in other scenarios that's the default workplace behavior. Tents also fit in differently, of course, but only by virtue of never being displaced by more expensive housing. Medical Posts especially are barely different; all that's really different is that their poor innate Heat and attendant susceptibility to low temperatures isn't particularly pertinent, sliiiightly reducing how much of an improvement the Infirmary is. Not in a way that actually matters, though.
Do note that The Last Autumn does away with all 'insulation' techs in the normal trees, which means no Cookhouse Insulation tech, and no improvements to the medical buildings' warmth... here.
Fishing Harbour
Costs
6/8/12/14 hours needed with 1 Workshop at 100%.
Tier: 1
Requires: Nothing.
Unlocks Fishing Harbour.
Fishing Harbour
Costs 40 Wood and 10 Steel.
Size N/A
Manned by up to 10 Workers, by default working from 8:00 to 18:00. Produces 4.5 Raw Food per hour at 100% Efficiency. (This works out to 45 Raw Food per day at default hours) Can only be built at one of four arbitrarily-designed locations, each of which also is used by Docks.
no heat
Finer Mesh
Costs 30 Wood and 20 Steel.
7/9/13/15 hours needed with 1 Workshop at 100%.
Tier: 2
Requires: Fishing Harbour.
Fishing Harbour and Advanced Fishing Harbour gain 10% Efficiency.
Advanced Fishing Harbour
Costs 50 Wood and 30 Steel.
9/11/15/17 hours needed with 1 Workshop at 100%.
Tier: 4
Requires: Fishing Harbour.
Unlocks Advanced Fishing Harbor.
Advanced Fishing Harbour
Costs 40 Wood and 10 Steel.
Manned by up to 10 Workers, by default working from 8:00 to 18:00. Produces 8 Raw Food per hour at 100% Efficiency. (This works out to 80 Raw Food per day at default hours) Can only be built at one of four arbitrarily-designed locations, each of which also is used by Docks. Upgrade to Fishing Harbour.
cost seems unlikely... but is true, bizarrely
Forager's Quarters
Costs 10 Wood.
5/7/11/13 hours needed with 1 Workshop at 100%.
Tier: 0
Requires: Nothing.
Unlocks Forager's Quarters.
The building!
Forager's Quarters
Costs 35 Wood.
Size 5x3
+2 Heat, only one can exist by default. One Forager Team may be created by a given Forager's Quarters: this requires 20 Wood, 10 Steel, and 15 Workers. Disbanding a Forager Team refunds its full cost.
Forager's Quarter's is graphically just the Hunters Hut, which is appropriate as Forager Teams have as one of their main mechanical duties being going out and finding Raw Food to send back.
Forager Teams are also Frostpunk revisiting Scout Teams and secondarily Outpost Teams, and while there's problems here, this is actually one of the cases where The Last Autumn really is much better than other scenarios. I'd like to see a version of Frostpunk that just collapses Hunters Huts, the Beacon, and Outpost Teams into one thing like this in the other scenarios, not just in The Last Autumn.
So okay first of all, when I say this is revisiting Scout and Outpost Teams, I don't simply mean in concept, I mean this is substantially the same mechanics, unfortunately including counterintuitive elements like 'people in these teams don't eat and ignore health mechanics, but still demand their bunk be kept open for them'. Since a Forager Team is 15 (!) Workers, this effect is even more pronounced than in other scenarios, saving you three times as much Food and medical burden and now wanting 1.5 Tents kept clear per such team.
Now, on the Foraging Map, Forager Teams largely function like Scout Teams: you send them to nodes to interact with those nodes, they will travel twice as fast if their targeted node is 'known', interacting with nodes can get you loot and they will need to travel back to town to drop off that loot... but! Since The Last Autumn has only the one class of map-traveling entity, there is none of the weird jank with Outpost Teams being great at pre-scouting nodes to speed up Scout Teams. The Last Autumn also has most of its nodes very perfunctory, thankfully, with only a small number doing a full pop-up with a little story to it; many places you 'explore' just clear the spot and reveal new places to travel to, no wasting time on an irrelevant text summary of how this particular spot was completely useless.
Then there's the 'revisiting Outpost Teams' and 'revisiting Hunters Huts' part: several nodes are Raw Food sites that broadly work off Outpost mechanics. However, each of these sites only has a limited amount of Raw Food in it: you pull 100 Raw Food per visit, sent home with a separate team as per Outposts (Including the rules of 'the site goes on cooldown for 24 hours' and 'a given Team can't send more stuff home if its prior shipment is still underway'), and eventually the place runs out and becomes an empty node.
This part is unfortunately several layers of buggy. For starters, I've repeatedly had Forager Teams get stuck in a broken state where they can't leave the node; this happens especially often when ordering a Team to make camp at a node that that only 100 Raw Food left, but sometimes even when the node has plenty left this stuck state still happens. In that latter scenario, I can't even tell them to make camp again. I've also had making camp trigger deaths in the Forager Team; I think this specifically happens if the Forager Team's members haven't all physically left the city, as I've only had it happen when a Forager Team was sent directly to the nearest food node and ordered to encamp immediately, including that I can simply wait a couple of in-game hours before ordering the encamping to bypass this, but the game copes really poorly with it and it's another trigger for Forager Teams becoming unresponsive. Having multiple Forager Teams sitting at a node when issuing the encamp order has also had... odd results on several occasions. Broadly, I'd say you should always save right before encamping, just in case; in most cases, just reloading and trying again evades the problem, and at worst you can at least send them elsewhere.
Still, if I ignore the bugs this is my favorite iteration of these systems. Sending shipments to the city and then picking up stakes and moving on doesn't feel so insanely nonsensical when it's a team of 15 people, even if I have to gloss over the game not representing shipment team members rejoining the rest of the team, the sheer arbitrariness of Scout Team vs Outpost Team is gone, hunters being ambigously out in the wilderness but never interacting with even very close-by scouting nodes is gone, and the Forager Team concept and intended usage is working with the mechanics as opposed to Outpost Teams having their concept and framing feel wildly opposed to their actual mechanics. It's great!
Next tech!
More Foragers
Costs 20 Wood and 10 Steel.
6/8/12/14 hours needed with 1 Workshop at 100%.
Tier: 1
Requires: Forager's Quarters.
Raises the limit on Forager's Quarters by 1, and by extension allows an additional Forager Team to be deployed. (Total: 2)
I'm more meh on the need need to actually build a separate Forager's Quarters for each time, mirroring Outposts rather than Scout Teams. It doesn't really make any realistic sensem and Forager's Quarters are cheap and The Last Autumn's map has plenty of space, so it feels like a pointless bit of makework to have to build an additional Forager's Quarters.
That said, it wouldn't surprise me if the real reason this is so is because of the recycling of Outpost code, rather than a deliberate decision that Things Ought To Be This Way, so whatever.
Additional Foragers
Costs 40 Wood and 25 Steel.
8/10/14/16 hours needed with 1 Workshop at 100%.
Tier: 3
Requires: More Foragers.
Raises the limit on Forager's Quarters by 1, and by extension allows an additional Forager Team to be deployed. (Total: 3)
Forager Carts
Costs 20 Wood and 10 Steel.
6/8/12/14 hours needed with 1 Workshop at 100%.
Tier: 1
Requires: Forager's Quarters.
Forager Teams travel 50% faster. (This includes their shipments)
Boosted Forager Carts
Costs 50 Wood and 30 Steel.
9/11/15/17 hours needed with 1 Workshop at 100%.
Tier: 4
Requires: Forager Carts.
Forager Teams travel 50% faster. (This includes their shipments) This totals to traveling 100% faster, or 33% faster than prior to making this upgrade.
Medical Post Upgrade
Costs 20 Wood and 10 Steel.
6/8/12/14 hours needed with 1 Workshop at 100%.
Tier: 1
Requires: Nothing.
Increases Efficiency of Medical Postd by 10%. (No effect on Infirmaries)
Infirmary
Costs 34 Wood and 50 Steel.
8/10/14/16 hours needed with 1 Workshop at 100%.
Tier: 3
Requires: Medical Post Upgrade.
Unlocks Infirmary.
tier 3, not 2, and so more expensive and slower
Infirmary
Costs 30 Wood, 20 Steel, and 1 Steam Core.
Size 5x3
Manned by up to 10 Engineers, who work 24 hours a day to cure Ill and Gravely citizens, with a maximum capacity of 10 citizens. Ill citizens take 12 hours to cure at 100% Efficiency, while Gravely Ill patients take 24 hours at 100% Efficiency. +2 Heat, building must be at least Chilly to function. (ie it cannot go below -2 Heat) Engineers assigned to an Infirmary cannot become ill due to temperature checks.
Infirmary Checklists
Costs 50 Wood and 30 Steel.
9/11/15/17 hours needed with 1 Workshop at 100%.
Tier: 4
Requires: Infirmary.
Infirmaries gain +15% Efficiency.
only unchanged Infirmary tech
Infirmary Mechanisation
Costs 120 Wood and 80 Steel.
10/12/16/18 hours needed with 1 Workshop at 100%.
Tier: 5
Requires: Infirmary.
The Infirmary's maximum Engineer capacity is reduced from 10 to 5.
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Next time, we
See you then.